// // Copyright (c) 2008-2014 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Animation2D.h" #include "Drawable.h" /// Loop mode. enum LoopMode2D { /// Default, use animation's value. LM_DEFAULT = 0, /// Force looped. LM_FORCE_LOOPED, /// Force clamped. LM_FORCE_CLAMPED }; namespace Urho3D { class AnimationSet2D; /// Spriter animation component. class URHO3D_API AnimatedSprite2D : public Drawable { OBJECT(AnimatedSprite2D); public: /// Construct. AnimatedSprite2D(Context* context); /// Destruct. virtual ~AnimatedSprite2D(); /// Register object factory. static void RegisterObject(Context* context); /// Handle enabled/disabled state change. virtual void OnSetEnabled(); /// Set layer. void SetLayer(int layer); /// Set order in layer. void SetOrderInLayer(int orderInLayer); /// Set blend mode. void SetBlendMode(BlendMode mode); /// Set flip. void SetFlip(bool flipX, bool flipY); /// Set flip X. void SetFlipX(bool flipX); /// Set flip Y. void SetFlipY(bool flipY); /// Set color. void SetColor(const Color& color); /// Set speed. void SetSpeed(float speed); /// Set animation by animation set, name and loop mode. void SetAnimation(AnimationSet2D* animationSet, const String& name, LoopMode2D loopMode = LM_DEFAULT); /// Set animation by name and loop mode. void SetAnimation(const String& name, LoopMode2D loopMode = LM_DEFAULT); /// Set animation set. void SetAnimationSet(AnimationSet2D* animationSet); /// Set loop mode. void SetLoopMode(LoopMode2D loopMode); /// Return layer. int GetLayer() const { return layer_; } /// Return order in layer. int GetOrderInLayer() const { return orderInLayer_; } /// Return blend mode. BlendMode GetBlendMode() const { return blendMode_; } /// Return flip X. bool GetFlipX() const { return flipX_; } /// Return flip Y. bool GetFlipY() const { return flipY_; } /// Return color. const Color& GetColor() const { return color_; } /// Return speed. float GetSpeed() const { return speed_; } /// Return animation name. const String& GetAnimation() const { return animationName_; } /// Return animation. AnimationSet2D* GetAnimationSet() const; /// Return loop mode. LoopMode2D GetLoopMode() const { return loopMode_; } /// Return root node. Node* GetRootNode() const; /// Set animation set attribute. void SetAnimationSetAttr(const ResourceRef& value); /// Return animation set attribute. ResourceRef GetAnimationSetAttr() const; /// Set anmiation by name. void SetAnimationAttr(const String& name); protected: /// Handle node being assigned. virtual void OnNodeSet(Node* node); /// Recalculate the world-space bounding box. virtual void OnWorldBoundingBoxUpdate(); /// Set animation. void SetAnimation(Animation2D* animation, LoopMode2D loopMode); /// Update animation. void UpdateAnimation(float timeStep); /// Calculate timeline world world transform. void CalculateTimelineWorldTransform(unsigned index); /// Handle scene post update. void HandleScenePostUpdate(StringHash eventType, VariantMap& eventData); /// Layer. int layer_; /// Order in layer. int orderInLayer_; /// Blend mode. BlendMode blendMode_; /// Flip X. bool flipX_; /// Flip Y. bool flipY_; /// Color. Color color_; /// Speed. float speed_; /// Animation set. SharedPtr animationSet_; /// Animation name. String animationName_; /// Animation. SharedPtr animation_; /// Loop mode. LoopMode2D loopMode_; /// Looped. bool looped_; /// Current time. float currentTime_; /// Root node. SharedPtr rootNode_; /// Timeline nodes. Vector > timelineNodes_; /// Transform info. struct TransformInfo { /// Construct. TransformInfo() : parent_(-1), worldSpace_(false) { } /// Parent. int parent_; /// World space. bool worldSpace_; /// Transform. Transform2D transform_; }; /// Timeline transform infos. Vector timelineTransformInfos_; }; }