Merge SpriteAnimation into xSprite and interface improvements
- remove dead code - a sprite with no clip uses the default surface dimensions to draw - a sprite with a single clip uses it - a sprite with multiple clips (i.e. frames) has the first as a default but when orchestrated iterates over clips in order
This commit is contained in:
parent
12871d93dc
commit
44de8cb3ea
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@ -6,6 +6,5 @@
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#include "../xSDL/xController.h"
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#include "../xSDL/xElement.h"
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#include "../xSDL/xSprite.h"
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#include "../xSDL/xSpriteAnimation.h"
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#endif
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176
xSDL/xSprite.cpp
176
xSDL/xSprite.cpp
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@ -7,28 +7,19 @@ xSprite::~xSprite(){
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_mutex.unlock();
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}
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/** empty sprite */
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xSprite::xSprite(){
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_type = "basic";
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}
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/** color sprite */
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xSprite::xSprite(const int rgba[]){
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_type = "basic";
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this->setSurface(rgba);
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}
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/** image sprite */
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xSprite::xSprite(const char *url){
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_type = "basic";
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this->setSurface(url);
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}
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/** texture copy sprite */
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xSprite::xSprite(SDL_Surface *s){
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_type = "basic";
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this->setSurface(s);
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/** image sprite with clip */
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xSprite::xSprite(const char *url, SDL_Rect clip){
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this->setSurface(url);
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this->setClip(clip);
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}
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/** update sprite to rhb color */
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@ -41,8 +32,6 @@ void xSprite::setSurface(const int rgba[]){
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_surface = SDL_CreateRGBSurface(0, 0, 0, 32, rgba[0], rgba[1], rgba[2], rgba[3]);
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// On cree la texture a partir de la surface
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// _surface = SDL_CreateTextureFromSurface(_manager->renderer(), surf);
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if( _surface == NULL ) {
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throw runtime_error("[xSprite] setSurface(rgba) -> NULL surface");
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}
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@ -67,8 +56,7 @@ void xSprite::setSurface(const char *url){
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_mutex.unlock();
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}
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/* [SETTEXTURE] Modification de la texture texture
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=========================================================*/
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/** copies an existing surface */
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void xSprite::setSurface(SDL_Surface *s){
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_mutex.try_lock();
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if( _surface != NULL ){
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@ -85,128 +73,72 @@ void xSprite::setSurface(SDL_Surface *s){
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_mutex.unlock();
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}
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/** move sprite with a (x,y) velocity
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* - int[0]: new
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* - int[1]: can move on y
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*/
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// bool* xSprite::move(double xSpeed, double ySpeed){
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// _mutex.try_lock();
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// bool result[2] = {false, false};
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// /* logic variables */
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// int incrx = x;
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// int incry = y;
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// bool moveFasterOnY = abs(x) <= abs(y);
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// int signofx = (x==0) ? 0 : x / abs(x);
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// int signofy = (y==0) ? 0 : y / abs(y);
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// // while velocity not null
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// while( incrx != 0 || incry != 0 ){
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// result[0] = incrx;
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// result[1] = incry;
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// /* (3) Si on peut aller a la destination */
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// // if( !_manager->hit(this, incrx, incry) ){
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// // _dst.x += incrx;
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// // _dst.y += incry;
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// // // cerr << ">>> not locked <<<" << endl;
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// // result[0] = incrx;
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// // result[1] = incry;
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// // _mutex.unlock();
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// // return result;
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// // }
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// /* (4) Sinon, on decremente les deplacements 'alternativement' */
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// if( moveFasterOnY ){ // Si on a plus de mouvement horizontal
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// if( signofx != 0 && incrx != 0 ) // si la vel. sur x n'est pas nulle
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// incrx -= signofx; // on diminue la vel. sur x
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// else if( signofy != 0 && incry != 0 ) // sinon si vel. sur y n'est pas nulle
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// incry -= signofy; // on diminue la vel. sur y
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// else // sinon, velocite nulle
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// return result; // On arrete de chercher
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// }else{ // Si on a plus de mouvement vertical
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// if( signofy != 0 && incry != 0 ) // si la vel. sur y n'est pas nulle
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// incry -= signofy; // on diminue la vel. sur y
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// else if( signofx != 0 && incrx != 0 ) // sinon si vel. sur x n'est pas nulle
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// incrx -= signofx; // on diminue la vel. sur x
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// else // sinon, velocite nulle
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// return result; // On arrete de chercher
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// }
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// // if( !_manager->hit(this, 0, 1) ){
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// // cerr << "locked from (" << _dst.x << ", " << _dst.y << ") to (" << incrx << ", " << incry << ")" << endl;
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// // }
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// }
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// // retour
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// _mutex.unlock();
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// return result;
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// }
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/** get/set sprite type */
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string xSprite::getType(){ return _type; }
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void xSprite::setType(string newtype){ _type = newtype; }
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/** set default dimensions */
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void xSprite::dimensions(){
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/** add new animation frame with new clip */
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void xSprite::addFrame(SDL_Rect clip){
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_mutex.try_lock();
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/* extract surface lengths*/
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int w = _surface->w;
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int h = _surface->h;
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_dst = (SDL_Rect){0, 0, w, h};
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_src = (SDL_Rect){0, 0, w, h};
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_frames.push_back(clip);
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_mutex.unlock();
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}
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/** set surface dimensions */
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void xSprite::dimensions(SDL_Rect r){
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/** clear every animation frames */
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void xSprite::clearFrames(){
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_mutex.try_lock();
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/* extract surface lengths */
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int w = _surface->w;
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int h = _surface->h;
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_src = (SDL_Rect){0, 0, w, h};
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/* store destination dimensions */
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_dst = (SDL_Rect){r.x, r.y, r.w, r.h};
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_frames.clear();
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_mutex.unlock();
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}
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/** set sprite clip and clears animation frames */
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void xSprite::setClip(SDL_Rect clip){
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_mutex.try_lock();
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_frames.clear();
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_frames.push_back(clip);
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_mutex.unlock();
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}
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/** set surface dimensions + clip */
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void xSprite::dimensions(SDL_Rect r, SDL_Rect clip){
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/** set sprite projection */
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void xSprite::project(SDL_Rect dest){
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_mutex.try_lock();
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_src = (SDL_Rect){clip.x, clip.y, clip.w, clip.h};
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_dst = (SDL_Rect){r.x, r.y, r.w, r.h};
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_projection = dest;
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_mutex.unlock();
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}
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/** returns the surface */
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SDL_Surface *xSprite::surface(){ return _surface; }
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/** return destination dimensions */
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SDL_Rect *xSprite::dst(){ return &_dst; }
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/** return source dimensions */
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SDL_Rect *xSprite::src(){ return &_src; }
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/** draws to renderer */
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void xSprite::draw(SDL_Renderer* renderer){
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_mutex.try_lock();
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// no clip -> use surface dimensions
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if( _frames.size() <= 0 ){
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setClip( (SDL_Rect){0, 0, _surface->w, _surface->h} );
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}
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// only 1 clip -> use it
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if( _frames.size() == 1 ){
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_active_clip = 0;
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}
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SDL_RenderCopy(
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renderer,
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SDL_CreateTextureFromSurface(renderer, this->surface()),
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this->src(),
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this->dst()
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SDL_CreateTextureFromSurface(renderer, _surface),
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&_frames.at(_active_clip),
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&_projection
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);
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_mutex.unlock();
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}
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/** animation process */
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void xSprite::tick(const uint32_t ticks){
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_mutex.try_lock();
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uint32_t time_index = ticks / _animation_interval;
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_active_clip = time_index % _frames.size();
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_mutex.unlock();
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}
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/** orchestrate the animation */
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void xSprite::animate(uint32_t interval){
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_animation_interval = interval;
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xApplication::get()->addOrchestrable(this);
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}
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/** stops orchestrating the animation */
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void xSprite::freeze(){
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xApplication::get()->removeOrchestrable(this);
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}
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@ -7,51 +7,60 @@
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#include "SDL.h"
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#include "SDL_image.h"
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#include "xElement.h"
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#include "xOrchestrable.h"
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#include "xApplication.h"
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using namespace std;
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class xSprite : public xElement {
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class xSprite : public xElement, public xOrchestrable {
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public:
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xSprite(); // empty
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xSprite(const int rgba[]); // color sprite
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xSprite(const char *url); // image sprite
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xSprite(SDL_Surface *s); // copy sprite
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~xSprite();
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// color sprite
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xSprite(const int rgba[]);
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// image sprite
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xSprite(const char *url);
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// image with default clip
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xSprite(const char *url, SDL_Rect clip);
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virtual ~xSprite();
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// replace surface
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void setSurface(const int rgba[]); // color sprite
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void setSurface(const char *url); // image sprite
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void setSurface(SDL_Surface *t); // copy surface
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// move the sprite
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// const bool* move(double xSpeed, double ySpeed);
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// animation
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void addFrame(SDL_Rect clip);
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void clearFrames();
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// action to apply on collision
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// virtual void onCollide(vector<bool> from, xSprite* by);
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// sets the sprite clip
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// + clears animation frames
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void setClip(SDL_Rect clip);
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// get/set sprite type
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string getType();
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void setType(string newtype);
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// set dimensions
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void dimensions(); // defauts
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void dimensions(SDL_Rect r);
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void dimensions(SDL_Rect r, SDL_Rect clip); // w/ clip
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// getters
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SDL_Surface *surface();
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SDL_Rect *dst();
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SDL_Rect *src();
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// set projection into scene
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void project(SDL_Rect dest);
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// implement xElement
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virtual void draw(SDL_Renderer* renderer) override;
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protected:
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string _type;
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// orchestrable process
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void tick(const uint32_t ticks);
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// animation handles
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void animate(uint32_t interval);
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void freeze();
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protected:
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SDL_Surface* _surface = NULL;
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SDL_Rect _dst;
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SDL_Rect _src;
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SDL_Rect _projection;
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// surface clips
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// [0] : no clip, use default surface dimensions
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// [1] : global clip, use it every time
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// [2+]: clips are used for animation
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vector<SDL_Rect> _frames;
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// active clip for animation ; equal to 0 if not an animated sprite
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size_t _active_clip = 0;
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uint32_t _animation_interval;
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mutex _mutex;
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@ -1,76 +0,0 @@
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#include "xSpriteAnimation.h"
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/** clean SDL objects and frames */
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xSpriteAnimation::~xSpriteAnimation(){
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_mutex.try_lock();
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SDL_FreeSurface( _surface );
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_frames.erase( _frames.begin(), _frames.end() );
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_mutex.unlock();
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}
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/** builds an animation */
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xSpriteAnimation::xSpriteAnimation(const char *url, SDL_Rect dest)
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: xSprite( url ){
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this->dimensions(dest);
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}
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/** builds an animation from an existing surface */
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xSpriteAnimation::xSpriteAnimation(SDL_Surface *s, SDL_Rect dest)
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: xSprite(s) {
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this->dimensions(dest);
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}
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/** adds an animation frame */
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void xSpriteAnimation::addFrame(SDL_Rect clip){
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_mutex_frames.try_lock();
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_frames.push_back( (SDL_Rect){
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clip.x,
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clip.y,
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clip.w,
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clip.h
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} );
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_mutex_frames.unlock();
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}
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/** clears all frames */
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void xSpriteAnimation::clearFrames(){
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_mutex_frames.try_lock();
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_frames.erase(_frames.begin(), _frames.end());
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_mutex_frames.unlock();
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}
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/** draw to scene */
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void xSpriteAnimation::draw(SDL_Renderer* renderer){
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_mutex.try_lock();
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SDL_RenderCopy(
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renderer,
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SDL_CreateTextureFromSurface(renderer, this->surface()),
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this->src(),
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this->dst()
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);
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_mutex.unlock();
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}
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/** animation process */
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void xSpriteAnimation::tick(const uint32_t ticks){
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_mutex_frames.try_lock();
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uint32_t time_index = ticks / _interval;
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size_t frame_index = time_index % _frames.size();
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// update current frame clip
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_src = _frames.at(frame_index);
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_mutex_frames.unlock();
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}
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/** adds the animation to the render */
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void xSpriteAnimation::start(uint32_t interval){
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_interval = interval;
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xApplication::get()->addOrchestrable(this);
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}
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/** stops the animation */
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void xSpriteAnimation::stop(){
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xApplication::get()->removeOrchestrable(this);
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}
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@ -1,41 +0,0 @@
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#ifndef DEF_XSPRITEANIMATION_H
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#define DEF_XSPRITEANIMATION_H
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#include "SDL.h"
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#include <vector>
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#include "xSprite.h"
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#include "xApplication.h"
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#include "xElement.h"
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#include "xOrchestrable.h"
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using namespace std;
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class xSpriteAnimation : public xSprite, public xOrchestrable {
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public:
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// spritesheet with sprite size
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xSpriteAnimation(const char *url, SDL_Rect dest);
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xSpriteAnimation(SDL_Surface *s, SDL_Rect dest);
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~xSpriteAnimation();
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void addFrame(SDL_Rect clip);
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void clearFrames();
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// animation control handles
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void start(uint32_t delay);
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void stop();
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// implement xElement
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void draw(SDL_Renderer* renderer) override;
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// implement xOrchestrable
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void tick(const uint32_t ticks);
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protected:
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vector<SDL_Rect> _frames;
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mutex _mutex_frames;
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// animation
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uint32_t _interval;
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};
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#endif
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