// // 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 "Resource.h" namespace Urho3D { class Animation2D; class Sprite2D; class XMLElement; class XMLFile; /// Spriter animation set, it includes one or more animations, for more information please refer to http://www.brashmonkey.com/spriter.htm. class URHO3D_API AnimationSet2D : public Resource { OBJECT(AnimationSet2D); public: /// Construct. AnimationSet2D(Context* context); /// Destruct. virtual ~AnimationSet2D(); /// Register object factory. static void RegisterObject(Context* context); /// Load resource from stream. May be called from a worker thread. Return true if successful. virtual bool BeginLoad(Deserializer& source); /// Finish resource loading. Always called from the main thread. Return true if successful. virtual bool EndLoad(); /// Get number of animations. unsigned GetNumAnimations() const; /// Return animation by index. Animation2D* GetAnimation(unsigned index) const; /// Return animation by name. Animation2D* GetAnimation(const String& name) const; private: /// Load folders. bool LoadFolders(const XMLElement& rootElem); /// Return sprite by folder id and file id. Sprite2D* GetSprite(unsigned folderId, unsigned fileId) const; /// Load animation. bool LoadAnimation(const XMLElement& animationElem); /// Sprites. HashMap > sprites_; /// Animations. Vector > animations_; /// XML file used during loading. SharedPtr loadXMLFile_; }; }