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Public Member Functions | Static Public Member Functions | List of all members
FloatingImage Class Referencefinal

This class provides the ability to create, edit, and remove images floating in midair on the screen. More...

#include <floating_image.hpp>

Inheritance diagram for FloatingImage:
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Collaboration diagram for FloatingImage:
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Public Member Functions

 FloatingImage (const std::string &sprite)
 
virtual bool is_saveable () const override
 Indicates if the object will be saved. More...
 
virtual GameObjectClasses get_class_types () const override
 List notable classes in inheritance hierarchy of class. More...
 
virtual std::string get_exposed_class_name () const override
 
virtual void update (float dt_sec) override
 This function is called once per frame and allows the object to update it's state. More...
 
virtual void draw (DrawingContext &context) override
 The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
 
void set_layer (int layer)
 
int get_layer () const
 
void set_pos (float x, float y)
 Sets the location of the image in relation to the current anchor point. More...
 
float get_x () const
 Returns the image's X coordinate relative to the current anchor point.
 
float get_y () const
 Returns the image's Y coordinate relative to the current anchor point.
 
void set_anchor_point (int anchor)
 Sets the image's anchor point. More...
 
int get_anchor_point () const
 Returns the current anchor point.
 
void set_visible (bool visible)
 
bool get_visible () const
 
void set_action (const std::string &action)
 Sets the action of the image. More...
 
std::string get_action () const
 Returns the name of the action of the image, as defined in the sprite. More...
 
void fade_in (float time)
 Fades in the image for the next ""time"" seconds. More...
 
void fade_out (float time)
 Fades out the image for the next ""time"" seconds. More...
 
- Public Member Functions inherited from GameObject
 GameObject (const std::string &name)
 
 GameObject (const ReaderMapping &reader)
 
virtual void finish_construction ()
 Called after all objects have been added to the Sector and the Sector is fully constructed. More...
 
UID get_uid () const
 
virtual void save (Writer &writer)
 This function saves the object. More...
 
std::string save ()
 
virtual std::string get_class_name () const
 
virtual std::string get_display_name () const
 Returns the display name of the object, translated to the user's locale.
 
virtual std::vector< std::string > get_patches () const
 Version checking/updating, patch information.
 
virtual void update_version ()
 
int get_version () const
 Returns the current version of the object.
 
int get_latest_version () const
 Returns the latest version of the object.
 
bool is_up_to_date () const
 Checks whether the object's current version is equal to its latest one.
 
virtual bool is_singleton () const
 If true only a single object of this type is allowed in a given GameObjectManager.
 
virtual bool has_variable_size () const
 Does this object have variable size (secret area trigger, wind, etc.)
 
virtual bool track_state () const
 Indicates if the object's state should be tracked. More...
 
virtual bool has_object_manager_priority () const
 Indicates if the object should be added at the beginning of the object list. More...
 
virtual bool has_settings () const
 Indicates if get_settings() is implemented. More...
 
virtual ObjectSettings get_settings ()
 
virtual GameObjectTypes get_types () const
 Get all types of the object, if available. More...
 
int get_type () const
 Returns the type index of the object.
 
virtual void after_editor_set ()
 
virtual void on_flip (float height)
 When level is flipped vertically.
 
virtual void remove_me ()
 schedules this object to be removed at the end of the frame
 
bool is_valid () const
 returns true if the object is not scheduled to be removed yet
 
void add_remove_listener (ObjectRemoveListener *listener)
 registers a remove listener which will be called if the object gets removed/destroyed
 
void del_remove_listener (ObjectRemoveListener *listener)
 unregisters a remove listener, so it will no longer be called if the object gets removed/destroyed
 
void set_name (const std::string &name)
 
const std::string & get_name () const
 Returns the name of the object.
 
virtual const std::string get_icon_path () const
 
virtual void stop_looping_sounds ()
 stops all looping sounds
 
virtual void play_looping_sounds ()
 continues all looping sounds
 
template<typename T >
T * get_component ()
 
void add_component (std::unique_ptr< GameObjectComponent > component)
 
void remove_component (GameObjectComponent *component)
 
virtual void save_state ()
 Save/check the current state of the object. More...
 
virtual void check_state ()
 
virtual void editor_delete ()
 The editor requested the deletion of the object.
 
virtual void editor_select ()
 The user clicked on the object in the editor and selected it.
 
virtual void editor_deselect ()
 The object got deselected.
 
virtual void editor_update ()
 Called each frame in the editor, used to keep linked objects together (e.g. More...
 
GameObjectManagerget_parent () const
 

Static Public Member Functions

static void register_class (ssq::VM &vm)
 
- Static Public Member Functions inherited from GameObject
static void register_class (ssq::VM &vm)
 

Additional Inherited Members

- Protected Types inherited from GameObject
enum  TypeChange { INITIAL = -1 }
 When the type has been changed from the editor. More...
 
- Protected Member Functions inherited from GameObject
void parse_type (const ReaderMapping &reader)
 Parse object type. More...
 
virtual void on_type_change (int old_type)
 
int type_id_to_value (const std::string &id) const
 Conversion between type ID and value. More...
 
std::string type_value_to_id (int value) const
 
- Protected Attributes inherited from GameObject
std::string m_name
 a name for the gameobject, this is mostly a hint for scripts and for debugging, don't rely on names being set or being unique
 
int m_type
 Type of the GameObject. More...
 
std::vector< std::unique_ptr< FadeHelper > > m_fade_helpers
 Fade Helpers are for easing/fading script functions.
 
bool m_track_undo
 Track the following creation/deletion of this object for undo. More...
 

Detailed Description

This class provides the ability to create, edit, and remove images floating in midair on the screen.

It is implemented as a wrapper around a sprite, so any sprite actions are applicable. Floating Images are created in a script or from the console. Constructor:${SRG_NEWPARAGRAPH} """"""<floatimage> <- FloatingImage(string filename)""""""${SRG_NEWPARAGRAPH} This creates a ""FloatingImage"" from ""filename"" (which is relative to the data directory root).

Member Function Documentation

◆ draw()

void FloatingImage::draw ( DrawingContext context)
overridevirtual

The GameObject should draw itself onto the provided DrawingContext if this function is called.

Implements GameObject.

◆ fade_in()

void FloatingImage::fade_in ( float  time)

Fades in the image for the next ""time"" seconds.

Parameters
float$time

◆ fade_out()

void FloatingImage::fade_out ( float  time)

Fades out the image for the next ""time"" seconds.

Parameters
float$time

◆ get_action()

std::string FloatingImage::get_action ( ) const

Returns the name of the action of the image, as defined in the sprite.

This is only useful when the image is a sprite.

◆ get_class_types()

virtual GameObjectClasses FloatingImage::get_class_types ( ) const
inlineoverridevirtual

List notable classes in inheritance hierarchy of class.

This makes it possible to efficiently look up all objects deriving from a particular intermediate class

Reimplemented from GameObject.

◆ get_layer()

int FloatingImage::get_layer ( ) const

Deprecated:
Use the ""layer"" property instead! Returns the layer the floating image is on.

◆ get_visible()

bool FloatingImage::get_visible ( ) const

Deprecated:
Use the ""visible"" property instead! Returns the visibility state of the floating image.

◆ is_saveable()

virtual bool FloatingImage::is_saveable ( ) const
inlineoverridevirtual

Indicates if the object will be saved.

If false, the object will be skipped on saving and can't be cloned in the editor.

Reimplemented from GameObject.

◆ set_action()

void FloatingImage::set_action ( const std::string &  action)

Sets the action of the image.

This is only useful when the image is a sprite.

Parameters
string$actionName of the action, as defined in the sprite.

◆ set_anchor_point()

void FloatingImage::set_anchor_point ( int  anchor)

Sets the image's anchor point.

Parameters
int$anchorAnchor point as represented by the ""ANCHOR_*"" constants (see ${SRG_REF_AnchorPoints}).

◆ set_layer()

void FloatingImage::set_layer ( int  layer)

Deprecated:
Use the ""layer"" property instead! Sets the layer of the floating image.
Parameters
int$layer

◆ set_pos()

void FloatingImage::set_pos ( float  x,
float  y 
)

Sets the location of the image in relation to the current anchor point.

Parameters
float$x
float$y

◆ set_visible()

void FloatingImage::set_visible ( bool  visible)

Deprecated:
Use the ""visible"" property instead! Sets the visibility of the floating image.
Parameters
bool$visible

◆ update()

void FloatingImage::update ( float  dt_sec)
overridevirtual

This function is called once per frame and allows the object to update it's state.

The dt_sec is the time that has passed since the last frame in seconds and should be the base for all timed calculations (don't use SDL_GetTicks directly as this will fail in pause mode). This function is not called in the Editor.

Implements GameObject.


The documentation for this class was generated from the following files: