renomena tipus _t/_e a CamelCase (Circle, Color, Section, ...)
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@@ -9,7 +9,7 @@
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#include "core/rendering/movingsprite.h" // for MovingSprite
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class Texture;
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struct animation_t {
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struct Animation {
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std::string name; // Nombre de la animacion
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std::vector<SDL_Rect> frames; // Cada uno de los frames que componen la animación
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int speed; // Velocidad de la animación
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@@ -19,27 +19,27 @@ struct animation_t {
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int counter; // Contador para las animaciones
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};
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struct animatedSprite_t {
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std::vector<animation_t> animations; // Vector con las diferentes animaciones
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struct AnimatedSpriteData {
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std::vector<Animation> animations; // Vector con las diferentes animaciones
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Texture *texture; // Textura con los graficos para el sprite
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};
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// Carga la animación desde un fichero
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auto loadAnimationFromFile(Texture *texture, const std::string &filePath, bool verbose = false) -> animatedSprite_t;
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auto loadAnimationFromFile(Texture *texture, const std::string &filePath, bool verbose = false) -> AnimatedSpriteData;
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// Carga la animación desde bytes en memoria
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auto loadAnimationFromMemory(Texture *texture, const std::vector<uint8_t> &bytes, const std::string &nameForLogs = "", bool verbose = false) -> animatedSprite_t;
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auto loadAnimationFromMemory(Texture *texture, const std::vector<uint8_t> &bytes, const std::string &nameForLogs = "", bool verbose = false) -> AnimatedSpriteData;
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class AnimatedSprite : public MovingSprite {
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private:
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// Variables
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std::vector<animation_t> animation; // Vector con las diferentes animaciones
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std::vector<Animation> animation; // Vector con las diferentes animaciones
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int currentAnimation; // Animacion activa
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public:
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// Constructor
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explicit AnimatedSprite(Texture *texture = nullptr, SDL_Renderer *renderer = nullptr, const std::string &file = "", std::vector<std::string> *buffer = nullptr);
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AnimatedSprite(SDL_Renderer *renderer, animatedSprite_t *animation);
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AnimatedSprite(SDL_Renderer *renderer, AnimatedSpriteData *animation);
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// Destructor
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~AnimatedSprite() override;
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