neteja tidy a source/core i encamina Texture::loadFromFile pel ResourceHelper
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@@ -25,10 +25,10 @@ struct animatedSprite_t {
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};
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// Carga la animación desde un fichero
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animatedSprite_t loadAnimationFromFile(Texture *texture, const std::string &filePath, bool verbose = false);
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auto loadAnimationFromFile(Texture *texture, const std::string &filePath, bool verbose = false) -> animatedSprite_t;
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// Carga la animación desde bytes en memoria
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animatedSprite_t loadAnimationFromMemory(Texture *texture, const std::vector<uint8_t> &bytes, const std::string &nameForLogs = "", bool verbose = false);
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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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class AnimatedSprite : public MovingSprite {
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private:
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@@ -48,7 +48,7 @@ class AnimatedSprite : public MovingSprite {
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void animate();
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// Obtiene el numero de frames de la animación actual
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int getNumFrames();
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auto getNumFrames() -> int;
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// Establece el frame actual de la animación
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void setCurrentFrame(int num);
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@@ -69,17 +69,17 @@ class AnimatedSprite : public MovingSprite {
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void setAnimationCompleted(int index, bool value);
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// Comprueba si ha terminado la animación
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bool animationIsCompleted();
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auto animationIsCompleted() -> bool;
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// Devuelve el rectangulo de una animación y frame concreto
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SDL_Rect getAnimationClip(const std::string &name = "default", Uint8 index = 0);
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SDL_Rect getAnimationClip(int indexA = 0, Uint8 indexF = 0);
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auto getAnimationClip(const std::string &name = "default", Uint8 index = 0) -> SDL_Rect;
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auto getAnimationClip(int indexA = 0, Uint8 indexF = 0) -> SDL_Rect;
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// Obtiene el indice de la animación a partir del nombre
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int getIndex(const std::string &name);
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auto getIndex(const std::string &name) -> int;
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// Carga la animación desde un vector
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bool loadFromVector(std::vector<std::string> *source);
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auto loadFromVector(std::vector<std::string> *source) -> bool;
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// Establece la animacion actual
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void setCurrentAnimation(const std::string &name = "default");
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