214 lines
6.6 KiB
C++
214 lines
6.6 KiB
C++
#pragma once
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#include <map>
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#include <string>
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#include <vector>
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#include <sstream>
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#include <algorithm>
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#include <utility>
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#include <list>
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#include <stdexcept>
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#include "SDL.h"
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#include "SDL_image.h"
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#include "Node.hpp"
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#include "Box.hpp"
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#include "Animation.hpp"
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#include "Color.hpp"
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#include "Log.hpp"
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class Game;
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class Sprite : public Node
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{
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public:
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class Frameset;
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class Child;
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std::vector<SDL_Texture*> frames;
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std::vector<fs::path> frame_paths;
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std::vector<Box> boxes = {{{0, 0}, {0, 0}}};
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Animation frame_animation = Animation(&Sprite::advance_frame, this),
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blink_animation = Animation(&Sprite::toggle_hidden, this, 500),
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wipe_animation = Animation(&Sprite::advance_wipe_frame, this, 40),
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toggle_hidden_animation = Animation(&Sprite::toggle_hidden, this);
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glm::vec2 step = {0, 0}, child_relative_position;
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float scale = 1.0f, bottom_save;
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std::string scale_quality = "nearest";
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std::uint8_t alpha_mod = 255;
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SDL_Color color_mod = {255, 255, 255, 255};
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std::map<std::string, Frameset> framesets;
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std::string current_frameset_name;
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glm::bvec2 wrap = {false, false};
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int texture_access = SDL_TEXTUREACCESS_TARGET, wipe_index = 0, wipe_increment = -1;
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Box wrap_frame, unscaled_subsection;
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bool leave_memory_allocated = false, hidden = false, draw_children_on_frame = true, draw_floating = true;
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std::vector<std::vector<Box>> wipe_blinds;
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SDL_Rect subsection_int_rect, subsection_destination;
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std::list<Child> children = {};
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Sprite();
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Sprite(Node*);
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Sprite(Node*, std::string);
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virtual void reset();
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virtual void associate(std::string);
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virtual void load();
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void load_file(fs::path);
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void add_frames(SDL_Texture*);
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void add_frames(const std::vector<SDL_Texture*>&);
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const std::vector<SDL_Texture*>& get_frames() const;
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Frameset& get_all_frames_frameset();
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Frameset& add_frameset(std::string);
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virtual Frameset& set_frameset(std::string);
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Frameset& get_current_frameset();
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void set_frame_length(float);
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const Frameset& get_current_frameset() const;
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SDL_Texture* get_current_frame() const;
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const Box& get_box(int = 0) const;
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const std::vector<Box>& get_boxes() const;
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void add_box(glm::vec2, bool = false);
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void update_size(bool = false);
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void set_scale(float);
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void set_scale_quality(const std::string&);
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float get_scale() const;
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bool is_loaded() const;
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virtual void unload();
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void advance_frame();
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void hide();
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void unhide();
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void toggle_hidden();
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bool is_hidden() const;
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void set_step(glm::vec2);
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void set_alpha_mod(Uint8);
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Uint8 get_alpha_mod() const;
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void set_color_mod(const SDL_Color&);
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const SDL_Color& get_color_mod() const;
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float get_w() const;
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float get_h() const;
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glm::vec2 get_size() const;
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float get_top(int = 0) const;
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float get_right(int = 0) const;
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float get_bottom(int = 0) const;
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float get_left(int = 0) const;
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float get_center_x(int = 0) const;
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float get_center_y(int = 0) const;
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glm::vec2 get_nw(int = 0) const;
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glm::vec2 get_north(int = 0) const;
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glm::vec2 get_ne(int = 0) const;
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glm::vec2 get_east(int = 0) const;
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glm::vec2 get_se(int = 0) const;
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glm::vec2 get_south(int = 0) const;
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glm::vec2 get_sw(int = 0) const;
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glm::vec2 get_west(int = 0) const;
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glm::vec2 get_center(int = 0) const;
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void set_top(float);
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void set_right(float);
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void set_bottom(float);
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void set_left(float);
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void set_center_x(float);
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void set_center_y(float);
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void set_nw(const glm::vec2&);
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void set_north(const glm::vec2&);
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void set_ne(const glm::vec2&);
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void set_se(const glm::vec2&);
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void set_south(const glm::vec2&);
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void set_sw(const glm::vec2&);
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void set_west(const glm::vec2&);
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void set_center(const glm::vec2&);
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void add_wrap(bool, bool);
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void add_wrap(bool, bool, Box);
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void add_hue_shift_frames(int);
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virtual glm::vec2 move(const glm::vec2&);
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virtual glm::vec2 move_weighted(const glm::vec2&);
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bool collide(const glm::vec2&, bool = false) const;
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bool collide(const Segment&, glm::vec2* = NULL, bool = false) const;
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bool collide(const Segment&, glm::vec2&, bool = false) const;
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bool collide(const Box&, bool = false, Box* = NULL, bool = false, SDL_Texture* = NULL) const;
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bool collide(const Box&, Box&, bool = false, bool = false) const;
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bool collide(const Sprite&, bool = false, Box* = NULL, bool = false, bool = false) const;
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bool collide(const Sprite&, Box&, bool = false, bool = false, bool = false) const;
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void wipe(float = 0.0f);
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void advance_wipe_frame();
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const std::vector<Box>& get_current_wipe_blinds() const;
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void reverse_wipe_direction();
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Sprite& insert_child(std::string, std::list<Child>::iterator);
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Sprite& insert_child(std::string, std::string);
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Sprite& insert_child(std::string, int);
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Sprite& insert_child(std::string);
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Sprite& get_child(std::string);
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bool has_child(std::string) const;
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void remove_child(std::string);
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void set_draw_children_on_frame(bool);
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virtual void update(float timestamp, const std::vector<Box>&);
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virtual void update(float timestamp);
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void render_subsection(SDL_Renderer*, SDL_Texture*, const Box&, const Box&);
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void set_to_leave_memory_allocated();
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void set_to_deallocate_memory();
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virtual std::string class_name() const { return "Sprite"; }
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};
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class Sprite::Child
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{
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public:
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std::string name;
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Sprite sprite;
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Child(std::string name, Node* parent) : name(name), sprite(Sprite(parent)) {}
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inline bool operator==(const std::string& name) const
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{
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return this->name == name;
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}
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};
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class Sprite::Frameset
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{
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public:
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Sprite* sprite;
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std::vector<int> order;
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int order_index = 0;
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float frame_length = 0;
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bool reversed = false;
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glm::vec2 size = {0, 0};
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Frameset();
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Frameset(Sprite*);
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void add_frame_indicies(int);
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void set_frame_length(float);
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float get_frame_length() const;
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void reset();
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void clear();
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int get_order_index() const;
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void set_order_index(int);
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int get_current_frame_index() const;
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glm::vec2 measure() const;
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void set_size();
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void set_size(const glm::vec2&);
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const glm::vec2& get_size() const;
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void step();
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void increment_index();
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void increment_index(int);
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int get_frame_count() const;
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void reverse();
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template <typename N>
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void add_frame_indicies(const std::vector<N>& indicies)
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{
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for (const N& index : indicies)
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{
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add_frame_indicies(index);
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}
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}
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};
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#include "Pixels.hpp"
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#include "extension.hpp"
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