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sprite_player.h
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/*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef SPRITE_PLAYER_H
#define SPRITE_PLAYER_H
#include "sprite.h"
namespace Unity {
class UnityEngine;
class Object;
class SpritePlayer {
public:
SpritePlayer(const char *filename, Object *par, UnityEngine *vm);
~SpritePlayer();
void startAnim(unsigned int a);
unsigned int getNumAnims() { return _sprite->getNumAnims(); }
void update();
bool playing();
bool valid() { return _currentSprite != 0; }
unsigned int getCurrentHeight();
unsigned int getCurrentWidth();
byte *getCurrentData();
bool speaking();
unsigned int getSpeechHeight();
unsigned int getSpeechWidth();
byte *getSpeechData();
byte *getPalette();
int getXPos() { return _normal.xpos; }
int getYPos() { return _normal.ypos; }
int getXAdjust() { return _normal.xadjust; }
int getYAdjust() { return _normal.yadjust; }
int getSpeechXPos() { return _speech.xpos; }
int getSpeechYPos() { return _speech.ypos; }
int getSpeechXAdjust() { return _speech.xadjust; }
int getSpeechYAdjust() { return _speech.yadjust; }
protected:
Common::SeekableReadStream *_spriteStream;
Sprite *_sprite;
Object *_parent;
UnityEngine *_vm;
struct PosInfo {
int xpos, ypos;
int xadjust, yadjust;
};
PosInfo _normal, _speech, _marked;
bool _wasSpeech, _wasMarked;
unsigned int _currentEntry;
SpriteEntrySprite *_currentSprite, *_currentSpeechSprite;
SpriteEntryPalette *_currentPalette;
unsigned int _waitTarget;
void resetState();
};
} // Unity
#endif