mkxp-sunshine/src/sprite.h
2026-08-18 19:29:10 +03:00

98 lines
2.5 KiB
C++

/*
** sprite.h
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 2 of the License, or
** (at your option) any later version.
**
** mkxp is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SPRITE_H
#define SPRITE_H
#include "scene.h"
#include "flashable.h"
#include "disposable.h"
#include "viewport.h"
#include "util.h"
#include "shader.h"
#include <boost/chrono.hpp>
class Bitmap;
struct Color;
struct Tone;
struct Rect;
struct SpritePrivate;
class Sprite : public ViewportElement, public Flashable, public Disposable{
public:
Sprite(Viewport *viewport = 0);
~Sprite();
int getWidth() const;
int getHeight() const;
bool smooth = false;
void update();
DECL_ATTR( Bitmap, Bitmap* )
DECL_ATTR( SrcRect, Rect& )
DECL_ATTR( X, int )
DECL_ATTR( Y, int )
DECL_ATTR( OX, int )
DECL_ATTR( OY, int )
DECL_ATTR( ZoomX, float )
DECL_ATTR( ZoomY, float )
DECL_ATTR( Angle, float )
DECL_ATTR( MirrorX, bool )
DECL_ATTR( MirrorY, bool )
DECL_ATTR( BushDepth, int )
DECL_ATTR( BushOpacity, int )
DECL_ATTR( Opacity, int )
DECL_ATTR( BlendType, int )
DECL_ATTR( Color, Color& )
DECL_ATTR( Modulate, Color& )
DECL_ATTR( Tone, Tone& )
DECL_ATTR( WaveAmp, int )
DECL_ATTR( WaveLength, int )
DECL_ATTR( WaveSpeed, int )
DECL_ATTR( WavePhase, float )
DECL_ATTR( Obscured, bool )
DECL_ATTR( Shader, int )
// 3D test shit
DECL_ATTR( PerspectiveMode, bool )
DECL_ATTR( PerspectiveZ, int )
DECL_ATTR( PerspectiveRotationX, float )
DECL_ATTR( PerspectiveRotationY, float )
void initDynAttribs();
private:
SpritePrivate *p;
void draw();
void onGeometryChange(const Scene::Geometry &);
void defaultSpriteShaderInit(SpriteShaderBase &);
void releaseResources();
const char *klassName() const { return "sprite"; }
ABOUT_TO_ACCESS_DISP
};
#endif // SPRITE_H