114 lines
2.5 KiB
C++
114 lines
2.5 KiB
C++
#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 relative move for each sprite */
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void xSpriteGroup::displace(int x, int y, int w, int h){
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_mutex.lock();
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_displace.x = x;
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_displace.y = y;
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_displace.w = w;
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_displace.h = h;
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_mutex.unlock();
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}
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/** set relative move for each sprite */
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void xSpriteGroup::displace(SDL_Rect displace){
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_mutex.lock();
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_displace = displace;
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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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// only draw active sprite if animated
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if( _animated ){
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set<xSprite*>::iterator at_index = _sprites.begin();
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advance(at_index, _active_sprite);
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if( at_index == _sprites.end() ){
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_mutex.unlock();
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return;
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}
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draw_sprite(renderer, *at_index);
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_mutex.unlock();
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return;
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}
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// else draw every sprite
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set<xSprite*>::iterator it;
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for( it = _sprites.begin() ; it != _sprites.end() ; it++ ){
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draw_sprite(renderer, *it);
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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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const 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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_mutex.lock();
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_animated = true;
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_animation_interval = interval;
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xApplication::get()->addOrchestrable(this);
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_mutex.unlock();
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}
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/** stops orchestrating the animation */
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void xSpriteGroup::freeze(){
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_mutex.lock();
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xApplication::get()->removeOrchestrable(this);
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_mutex.unlock();
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}
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/* draws a sprite using the relative displace */
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void xSpriteGroup::draw_sprite(SDL_Renderer* renderer, xSprite* sprite) {
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const SDL_Rect projection = sprite->projection();
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const SDL_Rect clip = sprite->clip();
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// displace sprite projection with group move
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const SDL_Rect displace {
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projection.x + _displace.x,
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projection.y + _displace.y,
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projection.w + _displace.w,
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projection.h + _displace.h
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};
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SDL_RenderCopy(
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renderer,
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SDL_CreateTextureFromSurface(renderer, sprite->surface()),
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&clip,
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&displace
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);
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} |