SleepIsDeath/gameSource/Sprite.h

106 lines
2.3 KiB
C++

#ifndef SPRITE_INCLUDED
#define SPRITE_INCLUDED
#include "minorGems/graphics/openGL/SingleTextureGL.h"
#include "minorGems/graphics/Color.h"
#include "minorGems/math/geometry/Vector3D.h"
#include <stdlib.h>
class Sprite{
public:
// transparent color for RGB images can be taken from lower-left
// corner pixel
// lower-left corner ignored for RGBA images
// image split vertically into inNumFrames of equal size
Sprite( const char *inImageFileName,
char inTransparentLowerLeftCorner = false,
int inNumFrames = 1,
int inNumPages = 1 );
Sprite( Image *inImage,
char inTransparentLowerLeftCorner = false,
int inNumFrames = 1,
int inNumPages = 1 );
~Sprite();
void draw( int inFrame,
double inRotation, Vector3D *inPosition,
double inScale = 1,
double inFadeFactor = 1,
Color *inColor = NULL );
int getNumFrames() {
return mNumFrames;
}
void setFlipHorizontal( char inFlip ) {
mFlipHorizontal = inFlip;
}
// used to adjust horizontal center point, in pixels
void setHorizontalOffset( double inOffset ) {
mHorizontalOffset = inOffset;
}
void setPage( int inPage ) {
mCurrentPage = inPage;
}
int getPage() {
return mCurrentPage;
}
double getBaseScaleX() {
return mBaseScaleX;
}
double getBaseScaleY() {
return mBaseScaleY;
}
protected:
SingleTextureGL *mTexture;
int mNumFrames;
int mNumPages;
double mBaseScaleX;
double mBaseScaleY;
char mFlipHorizontal;
double mHorizontalOffset;
int mCurrentPage;
void initTexture( Image *inImage,
char inTransparentLowerLeftCorner = false,
int inNumFrames = 1,
int inNumPages = 1 );
};
#endif