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Diffstat (limited to 'src/imports/particles/spriteengine.h')
-rw-r--r--src/imports/particles/spriteengine.h16
1 files changed, 11 insertions, 5 deletions
diff --git a/src/imports/particles/spriteengine.h b/src/imports/particles/spriteengine.h
index 76a2e29745..0180245685 100644
--- a/src/imports/particles/spriteengine.h
+++ b/src/imports/particles/spriteengine.h
@@ -82,11 +82,11 @@ public:
int count() const {return m_sprites.count();}
void setCount(int c);
- int spriteState(int sprite=0) {return m_sprites[sprite];}
- int spriteStart(int sprite=0) {return m_startTimes[sprite];}
- int stateIndex(SpriteState* s){return m_states.indexOf(s);}
- SpriteState* state(int idx){return m_states[idx];}
- int stateCount() {return m_states.count();}
+ int spriteState(int sprite=0);// {return m_sprites[sprite];}
+ int spriteStart(int sprite=0);// {return m_startTimes[sprite];}
+ int spriteFrames(int sprite=0);
+ int spriteDuration(int sprite=0);
+ int spriteCount();//Like state count, but for the image states
int maxFrames();
void setGoal(int state, int sprite=0, bool jump=false);
@@ -94,6 +94,11 @@ public:
void startSprite(int index=0);
+private://Nothing outside should use this?
+ friend class SpriteGoalAffector;//XXX: Fix interface
+ int stateCount() {return m_states.count();}
+ int stateIndex(SpriteState* s){return m_states.indexOf(s);}//TODO: Does this need to be hidden?
+ SpriteState* state(int idx){return m_states[idx];}//Used by spritegoal affector
signals:
void globalGoalChanged(QString arg);
@@ -123,6 +128,7 @@ private:
uint m_timeOffset;
QString m_globalGoal;
int m_maxFrames;
+ int m_imageStateCount;
};
//Common use is to have your own list property which is transparently an engine