CRM64Pro GDK v0.13.0
A free cross-platform game development kit built on top of SDL 3.0
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Description

Sprite Manager and Sprite objects for handling animated sprite sheets [v25.12.0].

Overview

The Sprite module provides management for sprites and sprite animations. Sprites are collections of smaller images of uniform, rectangular size contained on an image sprite sheet that can be animated. Each sprite sheet has associated logic that represents different animation states, types and frames with time durations.

Sprite state and animations

Key features

  • Image access: Direct access to underlying Image object for advanced manipulation
  • CDC storage: Load and save sprites using CDC v1.x specification
  • Cloning support: Automatic child sprite creation for shared resources

Sprite v1.0 specification

Currently, there is one version of the Sprite Object (v1.0) with the following capabilities:

Animation states9 high-states with up to 255 low-states each (total: 2295 animations)
Animation typesLoop, ping-pong and one-shot
HotspotsConfigurable per animation
Frames per animationUp to 123 frames
Frame duration0 to 65536 milliseconds (up to 65 seconds)

Animation types

LoopAnimation cycles continuously from first to last frame, then restarts
Ping-pongAnimation plays forward then backward, repeating indefinitely
One-shotAnimation plays once and stops on the last frame

Sprite operations

Sprite managementCreate, load, save and manage sprite objects
Animation controlConfigure states, types, frames and timing
Image integrationGet Image ID to access the underlying Image object (export, alpha modulation, etc.)

Storage layer

FormatCDC v1.x specification
load()Load sprite from CDC archive
save()Save sprite to CDC archive

Manager type

This is an advanced "cloning" manager: when loading a sprite from a CDC file that is already loaded or created (using the name as the key), it will create a new child sprite. Child sprites share base data with the parent while allowing independent animation state and playback.

Best practices

  • Use loop type for continuous animations like walking or idle states
  • Use one-shot type for actions that should play once, like attacks or death animations
  • Use ping-pong type for symmetrical animations like breathing or swaying
  • Set appropriate hotspots for each animation to ensure correct positioning during gameplay
  • Leverage the cloning feature to efficiently share sprite resources across multiple game entities
  • Access the underlying Image object via its ID when you need to export or modify sprite sheet properties
  • Access the manager exclusively through Main::ISpriteMgr()
Note
The Sprite Manager is a singleton, automatically created once Main is instantiated. You can get a reference to this manager using Main::ISpriteMgr() method.
The Sprite Manager is automatically released when Main::Terminate() is called. At this time, any resource still loaded will be released, avoiding resource leaks.

Classes

class  CRM64Pro::Sprite
 Sprite Object class. More...
class  CRM64Pro::SpriteMgr
 Sprite Manager class. More...

Macros

#define SPR_TYPE_LOOP   1
#define SPR_TYPE_PINGPONG   2
#define SPR_TYPE_ONESHOT   4
#define SPR_STATE_NORMAL   0x8000
#define SPR_STATE_UP   0x4000
#define SPR_STATE_DOWN   0x2000
#define SPR_STATE_LEFT   0x1000
#define SPR_STATE_RIGHT   0x0800
#define SPR_STATE_UPLEFT   0x0400
#define SPR_STATE_UPRIGHT   0x0200
#define SPR_STATE_DOWNLEFT   0x0100
#define SPR_STATE_DOWNRIGHT   0xC000
#define SPR_GET_HIGHSTATE(x)
#define SPR_GET_LOWSTATE(x)

Functions

Sint32 CRM64Pro::Sprite::info (Sint32 iMode=0)
 Request Sprite object information.
Sint32 CRM64Pro::Sprite::getName (string &sName)
 Get the name.
Uint32 CRM64Pro::Sprite::getID ()
 Get the ID.
Sint32 CRM64Pro::Sprite::assignImage (Sint32 idImage, Sint32 iOwnership=0)
 Assign an Image to this sprite.
Sint32 CRM64Pro::Sprite::getImage ()
 Get the assigned Image of this sprite.
Sint32 CRM64Pro::Sprite::setOffset (Sint32 iX, Sint32 iY)
 Set the sprite offsets for creating the animations and frames.
Sint32 CRM64Pro::Sprite::getOffset (Sint32 *iX, Sint32 *iY)
 Get the sprite offsets (frames and animations).
Sint32 CRM64Pro::Sprite::pause ()
 Pause the sprite animation.
Sint32 CRM64Pro::Sprite::resume ()
 Resume from a previous paused sprite animation.
Sint32 CRM64Pro::Sprite::status ()
 Get the sprite status.
Sint32 CRM64Pro::Sprite::setSpeed (float fSpeed)
 Set the sprite speed.
Sint32 CRM64Pro::Sprite::getAnimNumber ()
 Get number of animations.
Sint32 CRM64Pro::Sprite::getAnimCurrent ()
 Get current animation number.
Sint32 CRM64Pro::Sprite::selectAnim (Sint32 iAnim)
 Select an animation by state or by number.
Sint32 CRM64Pro::Sprite::setAnimType (Sint32 iAnim, Sint32 iType)
 Set the animation type.
Sint32 CRM64Pro::Sprite::getAnimType (Sint32 iAnim, Sint32 *iType)
 Get the animation type.
Sint32 CRM64Pro::Sprite::setAnimState (Sint32 iAnim, Sint32 iState)
 Set the animation state.
Sint32 CRM64Pro::Sprite::getAnimState (Sint32 iAnim, Sint32 *iState)
 Get the animation state.
Sint32 CRM64Pro::Sprite::orderAnimState (Sint32 iState=-1)
 Ordering the low-state values.
Sint32 CRM64Pro::Sprite::setAnimHotSpot (Sint32 iAnim, Sint32 iHotX, Sint32 iHotY)
 Set the animation hotspot.
Sint32 CRM64Pro::Sprite::getAnimHotSpot (Sint32 iAnim, Sint32 *iHotX, Sint32 *iHotY)
 Get the animation hotspot.
Sint32 CRM64Pro::Sprite::setAnimRange (Sint32 iAnim, Sint32 iFrameStart, Sint32 iFrameEnd)
 Set the animation frame range.
Sint32 CRM64Pro::Sprite::getAnimRange (Sint32 iAnim, Sint32 *iFrameStart, Sint32 *iFrameEnd)
 Get the animation frame range.
Sint32 CRM64Pro::Sprite::getFrameNumber (Sint32 iAnim)
 Get number of frames for the given animation.
Sint32 CRM64Pro::Sprite::getFrameCurrent ()
 Get current frame number for the given animation.
Sint32 CRM64Pro::Sprite::selectFrame (Sint32 iAnim, Sint32 iFrame)
 Select a frame for the given animation.
Sint32 CRM64Pro::Sprite::setFrameTime (Sint32 iAnim, Sint32 iFrame, Uint16 iTime)
 Set the frame time duration.
Sint32 CRM64Pro::Sprite::getFrameTime (Sint32 iAnim, Sint32 iFrame, Uint16 *iTime)
 Get the frame time duration.
Sint32 CRM64Pro::Sprite::setPosition (float fX, float fY, Sint32 iInterpolation=0)
 Set the sprite position.
Sint32 CRM64Pro::Sprite::getPosition (float *fX, float *fY)
 Get the sprite position.
Sint32 CRM64Pro::Sprite::render (Sint32 idRes=0)
 Render the sprite.
Sint32 CRM64Pro::Sprite::save (const string &sFileCDC)
 Save the sprite to a CDC file.
Sint32 CRM64Pro::Sprite::save (Sint32 idCDC)
 Save the sprite to a CDC file.
Sint32 CRM64Pro::SpriteMgr::info (Sint32 iMode=0)
 Request Sprite Manager information.
Sint32 CRM64Pro::SpriteMgr::create (const string &sName, Uint32 iVersion=10)
 Create a new sprite.
Sint32 CRM64Pro::SpriteMgr::close (Sint32 idSprite)
 Close and destroy a sprite.
Sint32 CRM64Pro::SpriteMgr::getNum () const
 Get number of loaded objects.
Sint32 CRM64Pro::SpriteMgr::setName (Sint32 idSprite, const string &sName)
 Change the object name.
SpriteCRM64Pro::SpriteMgr::get (Sint32 idSprite)
 Get a pointer to the sprite using its handler.
Sint32 CRM64Pro::SpriteMgr::child (Sint32 idSprite)
 Create a child sprite dependent on the provided one (the parent).
Sint32 CRM64Pro::SpriteMgr::load (const string &sFileCDC, const string &sName)
 Load a sprite stored in a CDC file.
Sint32 CRM64Pro::SpriteMgr::load (const Sint32 idCDC, const string &sName)
 Load a sprite stored in a CDC file.
Sint32 CRM64Pro::SpriteMgr::remove (const Sint32 idCDC, const string &sName)
 Remove a sprite stored in a CDC file.

Macro Definition Documentation

◆ SPR_TYPE_LOOP

#define SPR_TYPE_LOOP   1

Sprite animation type: loop.

◆ SPR_TYPE_PINGPONG

#define SPR_TYPE_PINGPONG   2

Sprite animation type: ping-pong.

◆ SPR_TYPE_ONESHOT

#define SPR_TYPE_ONESHOT   4

Sprite animation type: one-shot.

◆ SPR_STATE_NORMAL

#define SPR_STATE_NORMAL   0x8000

Sprite animation high-state: normal (10000000-00000000)

◆ SPR_STATE_UP

#define SPR_STATE_UP   0x4000

Sprite animation high-state: up (01000000-00000000)

◆ SPR_STATE_DOWN

#define SPR_STATE_DOWN   0x2000

Sprite animation high-state: down (00100000-00000000)

◆ SPR_STATE_LEFT

#define SPR_STATE_LEFT   0x1000

Sprite animation high-state: left (00010000-00000000)

◆ SPR_STATE_RIGHT

#define SPR_STATE_RIGHT   0x0800

Sprite animation high-state: right (00001000-00000000)

◆ SPR_STATE_UPLEFT

#define SPR_STATE_UPLEFT   0x0400

Sprite animation high-state: up-left (00000100-00000000)

◆ SPR_STATE_UPRIGHT

#define SPR_STATE_UPRIGHT   0x0200

Sprite animation high-state: up-right (00000010-00000000)

◆ SPR_STATE_DOWNLEFT

#define SPR_STATE_DOWNLEFT   0x0100

Sprite animation high-state: down-left (00000001-00000000)

◆ SPR_STATE_DOWNRIGHT

#define SPR_STATE_DOWNRIGHT   0xC000

Sprite animation high-state: down-right (11000000-00000000)

◆ SPR_GET_HIGHSTATE

#define SPR_GET_HIGHSTATE ( x)
Value:
((x) & 0xFF00)

Each state is a 16bit value; the high byte sets the high-state defined by the GDK. Use this macro for getting the sprite animation high-state. See SPR_STATE_xx above.

◆ SPR_GET_LOWSTATE

#define SPR_GET_LOWSTATE ( x)
Value:
((x) & 0x00FF)

Each state is a 16bit value; the low byte sets the low-state (up to 256) which can be user-defined. Use this macro for getting the sprite animation low-state.

Function Documentation

◆ info() [1/2]

Sint32 CRM64Pro::Sprite::info ( Sint32 iMode = 0)

Request Sprite object information.

Writes information to the default log.

Parameters
iMode0 for standard output and 1 for extended output including frame times.
Returns
0 on success, or a negative error code on failure.

◆ getName()

Sint32 CRM64Pro::Sprite::getName ( string & sName)

Get the name.

Parameters
sNamea string containing the sprite name.
Returns
0 on success, or a negative error code on failure.

◆ getID()

Uint32 CRM64Pro::Sprite::getID ( )

Get the ID.

Returns
Object ID.

◆ assignImage()

Sint32 CRM64Pro::Sprite::assignImage ( Sint32 idImage,
Sint32 iOwnership = 0 )

Assign an Image to this sprite.

Used for loading an Image when the sprite is created with SpriteMgr::create().

Parameters
idImageImage id containing the sprite sheet.
iOwnership0 (default) creates a copy; any other value takes ownership (image cannot be owned by another item).
Returns
0 on success, or a negative error code on failure.
Note
Image name is internally modified (prefixed with '#' + internal code + sprite name). Re-assigning closes the old image.

◆ getImage()

Sint32 CRM64Pro::Sprite::getImage ( )

Get the assigned Image of this sprite.

Returns
greater than 0 on success, or a negative error code on failure.

◆ setOffset()

Sint32 CRM64Pro::Sprite::setOffset ( Sint32 iX,
Sint32 iY )

Set the sprite offsets for creating the animations and frames.

Non-exact offset division is allowed; remainder parts are unused.

Parameters
iXoffset X for creating frames. Image width is divided by this value. A scanning process detects empty frames (colorkey or alpha) to set animation end.
iYoffset Y for creating animations and setting frame height. Image height is divided by this value.
Returns
0 on success, or a negative error code on failure.
Note
Start and end frames for each animation are recreated by this method.

◆ getOffset()

Sint32 CRM64Pro::Sprite::getOffset ( Sint32 * iX,
Sint32 * iY )

Get the sprite offsets (frames and animations).

Parameters
iXan integer pointer filled in with sprite offset X (width of each frame). If nullptr is passed, the method ignores the retrieving of this value.
iYan integer pointer filled in with sprite offset Y (height of each frame). If nullptr is passed, the method ignores the retrieving of this value.
Returns
0 on success, or a negative error code on failure.

◆ pause()

Sint32 CRM64Pro::Sprite::pause ( )

Pause the sprite animation.

Returns
0 on success, or a negative error code on failure.

◆ resume()

Sint32 CRM64Pro::Sprite::resume ( )

Resume from a previous paused sprite animation.

Returns
0 on success, or a negative error code on failure.

◆ status()

Sint32 CRM64Pro::Sprite::status ( )

Get the sprite status.

Returns
C64_STATUS_ENABLED (animation enabled), C64_STATUS_PAUSED (animation paused), or C64_STATUS_END (animation ended, SPR_TYPE_ONESHOT only).

◆ setSpeed()

Sint32 CRM64Pro::Sprite::setSpeed ( float fSpeed)

Set the sprite speed.

Parameters
fSpeedfloat number setting the relative speed (e.g. 0.5 = 50% slower). Default 1.0.
Returns
0 on success, or a negative error code on failure.

◆ getAnimNumber()

Sint32 CRM64Pro::Sprite::getAnimNumber ( )

Get number of animations.

Returns
number of animations for this sprite.

◆ getAnimCurrent()

Sint32 CRM64Pro::Sprite::getAnimCurrent ( )

Get current animation number.

Returns
current animation or a negative error code on failure.

◆ selectAnim()

Sint32 CRM64Pro::Sprite::selectAnim ( Sint32 iAnim)

Select an animation by state or by number.

Parameters
iAnimthe animation state (high-state + low-state) or the animation number from 0 to getAnimNumber().
Returns
0 on success, or a negative error code on failure.
Note
When a new animation is selected, it tries to keep the current frame number.

◆ setAnimType()

Sint32 CRM64Pro::Sprite::setAnimType ( Sint32 iAnim,
Sint32 iType )

Set the animation type.

Parameters
iAnimthe animation state (high-state + low-state) or the animation number from 0 to getAnimNumber().
iTypeAnimation type. Check SPR_TYPE_LOOP, SPR_TYPE_PINGPONG and SPR_TYPE_ONESHOT definition for further information.
Returns
0 on success, or a negative error code on failure.
Note
Works on stand-alone and parent sprites, children can not change this attribute.

◆ getAnimType()

Sint32 CRM64Pro::Sprite::getAnimType ( Sint32 iAnim,
Sint32 * iType )

Get the animation type.

Parameters
iAnimthe animation state (high-state + low-state) or animation number from 0 to getAnimNumber(). Use -1 for current animation.
iTypepointer filled with animation type (SPR_TYPE_LOOP, SPR_TYPE_PINGPONG or SPR_TYPE_ONESHOT).
Returns
0 on success, or a negative error code on failure.

◆ setAnimState()

Sint32 CRM64Pro::Sprite::setAnimState ( Sint32 iAnim,
Sint32 iState )

Set the animation state.

Parameters
iAnimthe animation state (high-state + low-state) or animation number from 0 to getAnimNumber().
iStateAnimation state (high-state + low-state). Each high-state should have unique low-state values; otherwise only the first match is used. Use orderAnimState() to reorder low-state values.
Returns
0 on success, or a negative error code on failure.
Note
Works on stand-alone and parent sprites; children cannot change this attribute.

◆ getAnimState()

Sint32 CRM64Pro::Sprite::getAnimState ( Sint32 iAnim,
Sint32 * iState )

Get the animation state.

Parameters
iAnimthe animation state (high-state + low-state) or animation number from 0 to getAnimNumber(). Use -1 for current animation.
iStatepointer filled with animation state (high-state + low-state).
Returns
0 on success, or a negative error code on failure.

◆ orderAnimState()

Sint32 CRM64Pro::Sprite::orderAnimState ( Sint32 iState = -1)

Ordering the low-state values.

Parameters
iStateAnimation state (high-state + low-state) for ordering. Default -1 orders all states. Assigns values 0 to n as they appear (from animation 0 to number of animations).
Returns
0 on success, or a negative error code on failure.
Note
Works on stand-alone and parent sprites; children cannot change this attribute.

◆ setAnimHotSpot()

Sint32 CRM64Pro::Sprite::setAnimHotSpot ( Sint32 iAnim,
Sint32 iHotX,
Sint32 iHotY )

Set the animation hotspot.

Parameters
iAnimthe animation state (high-state + low-state) or the animation number from 0 to getAnimNumber().
iHotXthe x hotspot position of the animation. You can set any value or ::PH_CENTER and ::PH_SIZE enum values.
iHotYthe y hotspot position of the animation. You can set any value or ::PH_CENTER and ::PH_SIZE enum values.
Returns
0 on success, or a negative error code on failure.
Note
Works on stand-alone and parent sprites, children can not change this attribute.

◆ getAnimHotSpot()

Sint32 CRM64Pro::Sprite::getAnimHotSpot ( Sint32 iAnim,
Sint32 * iHotX,
Sint32 * iHotY )

Get the animation hotspot.

Parameters
iAnimthe animation state (high-state + low-state) or animation number from 0 to getAnimNumber(). Use -1 for current animation.
iHotXpointer filled with X hotspot position. If nullptr, value is not retrieved.
iHotYpointer filled with Y hotspot position. If nullptr, value is not retrieved.
Returns
0 on success, or a negative error code on failure.

◆ setAnimRange()

Sint32 CRM64Pro::Sprite::setAnimRange ( Sint32 iAnim,
Sint32 iFrameStart,
Sint32 iFrameEnd )

Set the animation frame range.

Parameters
iAnimthe animation state (high-state + low-state) or the animation number from 0 to getAnimNumber().
iFrameStartan integer with the start frame number [0, number of frames). If -1 is passed, the method ignores the setting of this value.
iFrameEndan integer with the end frame number [0, number of frames). If -1 is passed, the method ignores the setting of this value.
Returns
0 on success, or a negative error code on failure.

◆ getAnimRange()

Sint32 CRM64Pro::Sprite::getAnimRange ( Sint32 iAnim,
Sint32 * iFrameStart,
Sint32 * iFrameEnd )

Get the animation frame range.

Parameters
iAnimthe animation state (high-state + low-state) or animation number from 0 to getAnimNumber(). Use -1 for current animation.
iFrameStartan integer pointer filled in with the start frame number [0, number of frames). If nullptr is passed, the method ignores the retrieving of this value.
iFrameEndan integer pointer filled in with the end frame number [0, number of frames). If nullptr is passed, the method ignores the retrieving of this value.
Returns
0 on success, or a negative error code on failure.

◆ getFrameNumber()

Sint32 CRM64Pro::Sprite::getFrameNumber ( Sint32 iAnim)

Get number of frames for the given animation.

Parameters
iAnimthe animation state (high-state + low-state) or animation number from 0 to getAnimNumber(). Use -1 for current animation.
Returns
number of frames for the given animation.

◆ getFrameCurrent()

Sint32 CRM64Pro::Sprite::getFrameCurrent ( )

Get current frame number for the given animation.

Returns
current frame or a negative error code on failure.

◆ selectFrame()

Sint32 CRM64Pro::Sprite::selectFrame ( Sint32 iAnim,
Sint32 iFrame )

Select a frame for the given animation.

Parameters
iAnimthe animation state (high-state + low-state) or the animation number from 0 to getAnimNumber().
iFrameframe number from 0 to getFrameNumber() to be selected.
Returns
0 on success, or a negative error code on failure.

◆ setFrameTime()

Sint32 CRM64Pro::Sprite::setFrameTime ( Sint32 iAnim,
Sint32 iFrame,
Uint16 iTime )

Set the frame time duration.

Parameters
iAnimthe animation state (high-state + low-state) or the animation number from 0 to getAnimNumber().
iFrameframe number from 0 to getFrameNumber() to be selected. With -1, it applies iTime to all frames.
iTimeduration in millisecond of this frame.
Returns
0 on success, or a negative error code on failure.
Note
Works on stand-alone and parent sprites, children can not change this attribute.

◆ getFrameTime()

Sint32 CRM64Pro::Sprite::getFrameTime ( Sint32 iAnim,
Sint32 iFrame,
Uint16 * iTime )

Get the frame time duration.

Parameters
iAnimthe animation state (high-state + low-state) or animation number. Use -1 for current animation.
iFrameframe number from 0 to getFrameNumber(). Use -1 for current frame.
iTimeduration in milliseconds of this frame.
Returns
0 on success, or a negative error code on failure.

◆ setPosition()

Sint32 CRM64Pro::Sprite::setPosition ( float fX,
float fY,
Sint32 iInterpolation = 0 )

Set the sprite position.

Parameters
fXsprite X position.
fYsprite Y position.
iInterpolation0 (default) sets position immediately on next render(). Any other value enables progressive interpolated position change using Advanced Graphics methods.
Returns
0 on success, or a negative error code on failure.
Note
Due to interpolation nature, some graphics issues may occur. First position call should be without interpolation.

◆ getPosition()

Sint32 CRM64Pro::Sprite::getPosition ( float * fX,
float * fY )

Get the sprite position.

Parameters
fXa float pointer filled in with X sprite position. If nullptr is passed, the method ignores the retrieving of this value.
fYa float pointer filled in with Y sprite position. If nullptr is passed, the method ignores the retrieving of this value.
Returns
0 on success, or a negative error code on failure.

◆ render()

Sint32 CRM64Pro::Sprite::render ( Sint32 idRes = 0)

Render the sprite.

Parameters
idResa valid screen or image handle. Default uses the default screen.
Returns
0 on success, or a negative error code on failure.

◆ save() [1/2]

Sint32 CRM64Pro::Sprite::save ( const string & sFileCDC)

Save the sprite to a CDC file.

The associated image will also be saved to the same CDC file.

Parameters
sFileCDCstring containing [directory]+filename+[extension]. Directory separators '\' and '/' are supported.
Returns
0 or greater on success or a negative error code on failure.
Note
Existing sprite is overwritten. Cannot save child sprites.

◆ save() [2/2]

Sint32 CRM64Pro::Sprite::save ( Sint32 idCDC)

Save the sprite to a CDC file.

The associated image will also be saved to the same CDC file.

Parameters
idCDCCDC id.
Returns
0 or greater on success or a negative error code on failure.
Note
Existing sprite is overwritten. If a child, calls parent's save method.

◆ info() [2/2]

Sint32 CRM64Pro::SpriteMgr::info ( Sint32 iMode = 0)

Request Sprite Manager information.

Writes information to the default log.

Parameters
iMode-1 for Manager info only. 0 (default) for Manager and all Objects. A positive Sprite id for Manager and that specific Sprite.
Returns
0 on success, or a negative error code on failure.

◆ create()

Sint32 CRM64Pro::SpriteMgr::create ( const string & sName,
Uint32 iVersion = 10 )

Create a new sprite.

Creates an empty sprite (no image). Use Sprite::assignImage() to assign an image.

Parameters
sNameThe sprite name (e.g. 'mySprite'). Must be unique, max 64 characters.
iVersionSprite version. 10 means v1.0 (only version supported). Default v1.0.
Returns
greater than 0 on success (the Sprite id) or a negative error code on failure.
Note
Returns error if name already exists.

◆ close()

Sint32 CRM64Pro::SpriteMgr::close ( Sint32 idSprite)

Close and destroy a sprite.

Parameters
idSprite0 for closing all sprites, or specific Sprite id. Stand-alone and child sprites can be closed; parent sprites cannot while they have children.
Returns
0 on success, or a negative error code on failure.
Note
Unclosed sprites are automatically closed when the GDK terminates.

◆ getNum()

Sint32 CRM64Pro::SpriteMgr::getNum ( ) const

Get number of loaded objects.

Returns
the number of sprites.

◆ setName()

Sint32 CRM64Pro::SpriteMgr::setName ( Sint32 idSprite,
const string & sName )

Change the object name.

Parameters
idSpriteSprite id.
sNameThe sprite name (e.g. 'mySprite'). Must be unique, max 64 characters.
Returns
0 on success, or a negative error code on failure.
Note
Image name is internally modified (prefixed with '#' + internal code + sprite name).

◆ get()

Sprite * CRM64Pro::SpriteMgr::get ( Sint32 idSprite)

Get a pointer to the sprite using its handler.

Parameters
idSpriteSprite id.
Returns
nullptr if sprite not found.
A pointer to the sprite object.

◆ child()

Sint32 CRM64Pro::SpriteMgr::child ( Sint32 idSprite)

Create a child sprite dependent on the provided one (the parent).

A child sprite uses parent's attributes and creates a child image for different attributes.

Parameters
idSpriteparent Sprite id. If the provided sprite is a child, the request is redirected to its parent.
Returns
greater than 0 on success (the Sprite id) or a negative error code on failure.
Note
The child uses the parent's name.

◆ load() [1/2]

Sint32 CRM64Pro::SpriteMgr::load ( const string & sFileCDC,
const string & sName )

Load a sprite stored in a CDC file.

Parameters
sFileCDCstring containing [directory]+filename. Directory separators '\' and '/' are supported.
sNamestring with the sprite name (max 64 characters). If already exists, creates a child instead.
Returns
0 or greater on success (the Sprite id) or a negative error code on failure.

◆ load() [2/2]

Sint32 CRM64Pro::SpriteMgr::load ( const Sint32 idCDC,
const string & sName )

Load a sprite stored in a CDC file.

Parameters
idCDCCDC id.
sNamestring with the sprite name (max 64 characters). If already exists, creates a child instead.
Returns
greater than 0 on success (the Sprite id) or a negative error code on failure.

◆ remove()

Sint32 CRM64Pro::SpriteMgr::remove ( const Sint32 idCDC,
const string & sName )

Remove a sprite stored in a CDC file.

Parameters
idCDCCDC id.
sNamestring with the sprite name (maximum size of 64 characters).
Returns
greater than 0 on success, or a negative error code on failure.
Note
The sprite must be closed before trying to remove it from the CDC.