/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. SUBSYSTEM: nGenEx.lib FILE: Sprite.h AUTHOR: John DiCamillo OVERVIEW ======== Sprite Object */ #ifndef Sprite_h #define Sprite_h #include "Types.h" #include "Graphic.h" #include "Polygon.h" // +--------------------------------------------------------------------+ class Bitmap; class Sprite : public Graphic { public: static const char* TYPENAME() { return "Sprite"; } Sprite(); Sprite(Bitmap* animation, int length=1, int repeat=1, int share=1); virtual ~Sprite(); // operations virtual void Render(Video* video, DWORD flags); virtual void Render2D(Video* video); virtual void Update(); virtual void Scale(double scale); virtual void Rescale(double scale); virtual void Reshape(int w1, int h1); // accessors / mutators int Width() const { return w; } int Height() const { return h; } int Looping() const { return loop; } int NumFrames() const { return nframes; } double FrameRate() const; void SetFrameRate(double rate); double Shade() const { return shade; } void SetShade(double s) { shade = s; } double Angle() const { return angle; } void SetAngle(double a) { angle = a; } int BlendMode() const { return blend_mode; } void SetBlendMode(int a) { blend_mode = a; } int Filter() const { return filter; } void SetFilter(int f) { filter = f; } virtual void SetAnimation(Bitmap* animation, int length=1, int repeat=1, int share=1); virtual void SetTexCoords(const double* uv_interleaved); Bitmap* Frame() const; void SetFrameIndex(int n); virtual bool IsSprite() const { return true; } protected: int w, h; int loop; int nframes; int own_frames; Bitmap* frames; int frame_index; DWORD frame_time; DWORD last_time; double shade; double angle; int blend_mode; int filter; Poly poly; Material mtl; VertexSet vset; }; // +--------------------------------------------------------------------+ #endif // Sprite_h