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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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