create orchestrable xSpriteGroup (no more xSprite alone)
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@ -6,5 +6,6 @@
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#include "../xSDL/xController.h"
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#include "../xSDL/xDrawable.h"
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#include "../xSDL/xSprite.h"
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#include "../xSDL/xSpriteGroup.h"
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#endif
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@ -2,7 +2,7 @@
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/** clean SDL objects */
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xSprite::~xSprite(){
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_mutex.try_lock();
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_mutex.lock();
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SDL_FreeSurface( _surface );
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_mutex.unlock();
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}
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@ -24,7 +24,7 @@ xSprite::xSprite(const char *url, SDL_Rect clip){
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/** update sprite to rhb color */
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void xSprite::setSurface(const int rgba[]){
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_mutex.try_lock();
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_mutex.lock();
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if( _surface != NULL ){
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SDL_FreeSurface( _surface );
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_surface = NULL;
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@ -42,7 +42,7 @@ void xSprite::setSurface(const int rgba[]){
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/** update sprite to image */
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void xSprite::setSurface(const char *url){
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_mutex.try_lock();
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_mutex.lock();
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if( _surface != NULL ){
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SDL_FreeSurface( _surface );
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_surface = NULL;
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@ -58,7 +58,7 @@ void xSprite::setSurface(const char *url){
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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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_mutex.lock();
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if( _surface != NULL ){
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SDL_FreeSurface( _surface );
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_surface = NULL;
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@ -73,72 +73,29 @@ void xSprite::setSurface(SDL_Surface *s){
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_mutex.unlock();
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}
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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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_frames.push_back(clip);
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_mutex.unlock();
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}
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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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_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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/** set sprite clip */
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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.lock();
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_clip = clip;
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_mutex.unlock();
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}
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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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_mutex.lock();
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_projection = dest;
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_mutex.unlock();
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}
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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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_mutex.lock();
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SDL_RenderCopy(
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renderer,
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SDL_CreateTextureFromSurface(renderer, _surface),
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&_frames.at(_active_clip),
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&_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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@ -6,12 +6,11 @@
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#include <mutex>
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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 "xDrawable.h"
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#include "xApplication.h"
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using namespace std;
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class xSprite : public xElement, public xOrchestrable {
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class xSprite : public xDrawable{
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public:
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// color sprite
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@ -27,41 +26,19 @@
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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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// animation
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void addFrame(SDL_Rect clip);
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void clearFrames();
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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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// set projection into scene
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void project(SDL_Rect dest);
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// implement xElement
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// implement xDrawable
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virtual void draw(SDL_Renderer* renderer) override;
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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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private:
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SDL_Surface* _surface = NULL;
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SDL_Rect _clip;
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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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};
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@ -0,0 +1,64 @@
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#include "xSpriteGroup.h"
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/** clean SDL objects */
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xSpriteGroup::~xSpriteGroup(){
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_mutex.lock();
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_sprites.clear();
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_mutex.unlock();
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}
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/** default constructor */
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xSpriteGroup::xSpriteGroup(){
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}
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/** adds a sprite to the group */
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void xSpriteGroup::add(xSprite* sprite){
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_mutex.lock();
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_sprites.insert(sprite);
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_mutex.unlock();
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}
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/** removes a sprite from the group */
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void xSpriteGroup::remove(xSprite* sprite){
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_mutex.lock();
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_sprites.erase(sprite);
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_mutex.unlock();
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}
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/** set absolute move for each sprite */
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void xSpriteGroup::moveTo(int x, int y){
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_mutex.lock();
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_move.x = x;
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_move.y = y;
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_mutex.unlock();
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}
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/** draws to renderer */
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void xSpriteGroup::draw(SDL_Renderer* renderer){
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_mutex.lock();
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set<xSprite*>::iterator it;
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for( it = _sprites.begin() ; it != _sprites.end() ; it++ ){
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(*it)->draw(renderer);
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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 xSpriteGroup::tick(const uint32_t ticks){
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_mutex.lock();
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uint32_t time_index = ticks / _animation_interval;
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_active_sprite = time_index % _sprites.size();
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_mutex.unlock();
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}
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/** orchestrate the animation */
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void xSpriteGroup::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 xSpriteGroup::freeze(){
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xApplication::get()->removeOrchestrable(this);
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}
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@ -0,0 +1,52 @@
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#ifndef DEF_XSPRITEGROUP_H
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#define DEF_XSPRITEGROUP_H
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#include <string>
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#include <vector>
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#include <mutex>
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#include "SDL.h"
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#include "SDL_image.h"
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#include "xDrawable.h"
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#include "xOrchestrable.h"
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#include "xApplication.h"
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#include "xSprite.h"
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using namespace std;
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class xSpriteGroup : public xDrawable, public xOrchestrable {
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public:
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xSpriteGroup();
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virtual ~xSpriteGroup();
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// manage sprite list
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void add(xSprite* sprite);
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void remove(xSprite* sprite);
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void clear();
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// set absolute move for each sprite
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void moveTo(int x, int y);
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// implement xDrawable
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virtual 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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// 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_Rect _move;
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set<xSprite*> _sprites;
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// active sprite for animation ; equal to 0 if not an animated sprite
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size_t _active_sprite = 0;
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uint32_t _animation_interval;
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mutex _mutex;
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};
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#endif
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