/**************************************************************************** ** ** Copyright (C) 1992-2007 Trolltech ASA. All rights reserved. ** ** This file is part of Qt Jambi. ** ** ** This file may be used under the terms of the GNU General Public ** License version 2.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of ** this file. Please review the following information to ensure GNU ** General Public Licensing requirements will be met: ** http://www.trolltech.com/products/qt/opensource.html ** ** If you are unsure which license is appropriate for your use, please ** review the following information: ** http://www.trolltech.com/products/qt/licensing.html or contact the ** sales department at sales@trolltech.com. ** ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. ** ****************************************************************************/ #ifndef GAMEANIMATION_H #define GAMEANIMATION_H #include "gamenamespace.h" #include <QtCore/QObject> #include <QtCore/QTime> #include <QtGui/QImage> class GameAnimation: public QObject { Q_OBJECT public: GameAnimation(Game::AnimationType type); ~GameAnimation(); inline void addFrame(const QImage &image) { m_frames.append(image); } inline void setSpeed(int speed) { m_speed = speed; } inline void setLooping(bool on) { m_looping = on; } inline void setCurrentFrame(int current_frame) { m_current_frame = current_frame; m_time.restart(); } inline Game::AnimationType type() const { return m_type; } inline int speed() const { return m_speed; } inline bool isLooping() const { return m_looping; } QImage currentFrame() const { return frame(m_current_frame); } inline QImage frame(int index) const { if (index >= 0 && index < m_frames.size()) return m_frames.at(index); else return QImage(); } public slots: bool update(); signals: void finished(); private: QList<QImage> m_frames; Game::AnimationType m_type; int m_speed; bool m_looping; int m_current_frame; QTime m_time; }; #endif