VisualComponent Class Reference
#include <VisualComponent.h>
![](../class_visual_component.png)
# Public Types | |
enum | VisualComponentCommands |
typedef const AnimationFunction | AnimationFunctionROMSpec |
# Public Member Functions | |
void | constructor (Entity owner, const VisualComponentSpec *visualComponentSpec) |
override void | handleCommand (int32 command, va_list args) |
void | show () |
Make the visual component visible. | |
void | hide () |
Make the visual component invisible. | |
uint8 | getTransparent () |
void | setTransparency (uint8 transparency) |
bool | play (const char *animationName, ListenerObject scope) |
bool | replay () |
void | pause (bool pause) |
void | stop () |
Stop any playing animation if any. | |
bool | isPlaying () |
bool | isPlayingAnimation (char *animationName) |
void | nextFrame () |
Skip the currently playing animation to the next frame. | |
void | previousFrame () |
Rewind the currently playing animation to the previous frame. | |
void | setActualFrame (int16 actualFrame) |
int16 | getActualFrame () |
void | setFrameDuration (uint8 frameDuration) |
uint8 | getFrameDuration () |
Retrieve the duration in game cycles for each frame of animation. | |
void | setFrameDurationDecrement (uint8 frameDurationDecrement) |
const char * | getPlayingAnimationName () |
AnimationController | getAnimationController () |
virtual void | createAnimationController () |
Create an animation controller for this sprite. | |
virtual void | forceChangeOfFrame (int16 actualFrame) |
# Protected Attributes | |
AnimationController | animationController |
Animation controller. | |
uint8 | transparency |
Transparecy effect (__TRANSPARENCY_NONE, __TRANSPARENCY_EVEN or __TRANSPARENCY_ODD) | |
uint8 | show |
Show state flag (__HIDE, __SHOW) | |
bool | rendered |
Rendering status flag. | |
bool | updateAnimationFrame |
Flag to allow/prohibit the update of the animation. |
# Additional Inherited Members | |
![]() | |
enum | ComponentCommands |
enum | ComponentTypes |
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void | constructor (Entity owner, const ComponentSpec *componentSpec) |
void | destructor () |
Class' destructor. | |
ComponentSpec * | getSpec () |
Entity | getOwner () |
Retrieve the collider's owner. | |
uint32 | getType () |
virtual void | releaseResources () |
Called to release the component. | |
virtual RightBox | getRightBox () |
![]() | |
Entity | owner |
Object to which this component attaches to. | |
const ComponentSpec * | componentSpec |
Pointer to the spec that defines how to initialize the component. | |
const Transformation * | transformation |
bool | deleteMe |
Flag to mark the component as pending deletion. |
# Detailed Description
Class VirtualNode
Inherits from Object
Implements an element of linked lists.
Definition at line 91 of file VisualComponent.h.
# Member Typedef Documentation
# AnimationFunctionROMSpec
typedef const AnimationFunction AnimationFunctionROMSpec |
An AnimationFunction that is stored in ROM
Definition at line 68 of file VisualComponent.h.
# Member Enumeration Documentation
# VisualComponentCommands
VisualComponent commands
Definition at line 31 of file VisualComponent.h.
# Member Function Documentation
# constructor()
void VisualComponent::constructor | ( | Entity | owner, |
const VisualComponentSpec * | visualComponentSpec ) |
Class' constructor
- Parameters
-
owner Entity that this component attaches to visualComponentSpec Pointer to the spec that defines how to initialize the visual component
Definition at line 40 of file VisualComponent.c.
# createAnimationController()
|
virtual |
Create an animation controller for this sprite.
Reimplemented in Sprite.
Definition at line 132 of file VisualComponent.c.
# forceChangeOfFrame()
|
virtual |
Force the change of frame according to each child class' implementation.
- Parameters
-
actualFrame The frame of the playing animation to skip to
Reimplemented in Sprite.
Definition at line 137 of file VisualComponent.c.
# getActualFrame()
int16 VisualComponent::getActualFrame | ( | ) |
Retrieve the actual frame of the playing animation if any.
- Returns
- Actual frame of the playing animation if any
Definition at line 272 of file VisualComponent.c.
# getAnimationController()
AnimationController VisualComponent::getAnimationController | ( | ) |
Retrieve the sprite's animation controller.
- Returns
- sprite's animation controller
Definition at line 125 of file VisualComponent.c.
# getFrameDuration()
uint8 VisualComponent::getFrameDuration | ( | ) |
Retrieve the duration in game cycles for each frame of animation.
Definition at line 294 of file VisualComponent.c.
# getPlayingAnimationName()
const char * VisualComponent::getPlayingAnimationName | ( | ) |
Retrieve the animation function's name currently playing if any
- Returns
- Animation function's name currently playing if any
Definition at line 316 of file VisualComponent.c.
# getTransparent()
uint8 VisualComponent::getTransparent | ( | ) |
Retrieve the transparency mode
- Returns
- Transparecy effect
Definition at line 344 of file VisualComponent.c.
# handleCommand()
|
virtual |
Handle a command.
- Parameters
-
command Command to handle args Variable arguments list depending on the command to handle
Reimplemented from Component.
Definition at line 67 of file VisualComponent.c.
# hide()
void VisualComponent::hide | ( | ) |
Make the visual component invisible.
Definition at line 336 of file VisualComponent.c.
# isPlaying()
bool VisualComponent::isPlaying | ( | ) |
Check if an animation is playing.
- Returns
- True if an animation is playing; false otherwise
Definition at line 210 of file VisualComponent.c.
# isPlayingAnimation()
bool VisualComponent::isPlayingAnimation | ( | char * | animationName | ) |
Check if the animation whose name is provided is playing.
- Parameters
-
animationName Name of the animation to check
- Returns
- True if an animation is playing; false otherwise
Definition at line 223 of file VisualComponent.c.
# nextFrame()
void VisualComponent::nextFrame | ( | ) |
Skip the currently playing animation to the next frame.
Definition at line 235 of file VisualComponent.c.
# pause()
void VisualComponent::pause | ( | bool | pause | ) |
Pause or unpause the currently playing animation if any.
- Parameters
-
pause Flag that signals if the animation must be paused or unpaused
Definition at line 189 of file VisualComponent.c.
# play()
bool VisualComponent::play | ( | const char * | animationName, |
ListenerObject | scope ) |
Play the animation with the provided name from the provided array of animation functions.
- Parameters
-
animationName Name of the animation to play scope Object that will be notified of playback events
- Returns
- True if the animation started playing; false otherwise
Definition at line 142 of file VisualComponent.c.
# previousFrame()
void VisualComponent::previousFrame | ( | ) |
Rewind the currently playing animation to the previous frame.
Definition at line 246 of file VisualComponent.c.
# replay()
bool VisualComponent::replay | ( | ) |
Replay the last playing animation, if any, from the provided array of animation functions.
- Returns
- True if the animation started playing again; false otherwise
Definition at line 174 of file VisualComponent.c.
# setActualFrame()
void VisualComponent::setActualFrame | ( | int16 | actualFrame | ) |
Skip the currently playing animation to the provided frame.
- Parameters
-
actualFrame The frame of the playing animation to skip to
- Returns
- True if the actual frame was changed; false otherwise
Definition at line 257 of file VisualComponent.c.
# setFrameDuration()
void VisualComponent::setFrameDuration | ( | uint8 | frameDuration | ) |
Set the duration in game cycles for each frame of animation.
- Parameters
-
frameDuration Duration in game cycles for each frame of animation
Definition at line 284 of file VisualComponent.c.
# setFrameDurationDecrement()
void VisualComponent::setFrameDurationDecrement | ( | uint8 | frameDurationDecrement | ) |
Set the decrement to frameDuration in each game cycle for each frame of animation.
- Parameters
-
frameDurationDecrement Decrement to frameDuration in each game cycle for each frame of animation
Definition at line 306 of file VisualComponent.c.
# setTransparency()
void VisualComponent::setTransparency | ( | uint8 | transparency | ) |
Set the transparency mode
- Parameters
-
transparency Transparecy effect (__TRANSPARENCY_NONE, __TRANSPARENCY_EVEN or __TRANSPARENCY_ODD)
Definition at line 351 of file VisualComponent.c.
# show()
void VisualComponent::show | ( | ) |
Make the visual component visible.
# stop()
void VisualComponent::stop | ( | ) |
Stop any playing animation if any.
Definition at line 200 of file VisualComponent.c.
# Member Data Documentation
# animationController
|
protected |
Animation controller.
Definition at line 96 of file VisualComponent.h.
# rendered
|
protected |
Rendering status flag.
Definition at line 105 of file VisualComponent.h.
# show
|
protected |
Show state flag (__HIDE, __SHOW)
Definition at line 102 of file VisualComponent.h.
# transparency
|
protected |
Transparecy effect (__TRANSPARENCY_NONE, __TRANSPARENCY_EVEN or __TRANSPARENCY_ODD)
Definition at line 99 of file VisualComponent.h.
# updateAnimationFrame
|
protected |
Flag to allow/prohibit the update of the animation.
Definition at line 108 of file VisualComponent.h.
The documentation for this class was generated from the following files:
- VUEngine-Core/source/Component/VisualComponent/VisualComponent.h
- VUEngine-Core/source/Component/VisualComponent/VisualComponent.c