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Copy pathSpriteCommander.hpv
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SpriteCommander.hpv
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// Feature source code generation begins here...
public:
virtual IVSequence<Sprite*>* spriteSequence() const;
virtual SpriteCommander& advanceFrame(int numFrames);
virtual SpriteCommander& setSpriteSequence(IVSequence<Sprite*>* aSpriteSequence);
virtual SpriteCommander& move(IPoint const& offset);
virtual SpriteCommander& moveFast(IPoint const& offset);
virtual int selectedSpriteNumber() const;
virtual SpriteCommander& setSelectedSpriteNumber(int aSelectedSpriteNumber);
virtual FastCanvas* fastCanvas() const;
virtual SpriteCommander& setFastCanvas(FastCanvas* aFastCanvas);
virtual IPoint fastMovementMultiplier() const;
virtual SpriteCommander& setFastMovementMultiplier(const IPoint& aFastMovementMultiplier);
static INotificationId spriteSequenceId;
static INotificationId selectedSpriteNumberId;
static INotificationId fastCanvasId;
static INotificationId fastMovementMultiplierId;
private:
IVSequence<Sprite*>* iSpriteSequence;
// Feature source code generation ends here.
// Feature source code generation ends here.
private:
Sprite & selectedSprite () const;
// Feature source code generation begins here...
private:
int iSelectedSpriteNumber;
FastCanvas* iFastCanvas;
IPoint iFastMovementMultiplier;