One animation layer of a sprite: its animation id, frames, running script and timer. More...
#include <field/animspr.h>
Data Fields | |
| s16 | animId |
| the sprite id whose metadata and frames it uses | |
| u16 | timer |
| Time left on the current frame in sixteenths of a frame, read signed: each timed command adds its argument times 16, each frame takes off step. | |
| u8 | kind |
| The facing table its frames follow (from the metadata, or ANIM_CMD_SET_KIND); zero marks a free layer record. | |
| u8 | param |
| SpriteColorMode its pixels are drawn with; 0 when taken. | |
| u8 | priority |
| drawing order 0 to 3 among the layers; above 3 not drawn | |
| u8 | mode |
| frame codec: 1 type-01, 3 LZ, anything else raw | |
| void ** | frames |
| frame pointers, from the metadata or a resource slot | |
| u8 ** | scripts |
| the metadata's command scripts, one per animation number | |
| u8 * | script |
| the running script; null when stopped (ANIM_CMD_END) | |
| u8 | pos |
| byte offset of the next command in script | |
| u8 | step |
| taken off timer each frame; 16 is normal speed | |
| u8 | frame |
| frame shown, frameBase plus the facing offset; 255 none | |
| u8 | frameBase |
| frame the script chose, before facing; 255 blank | |
One animation layer of a sprite: its animation id, frames, running script and timer.
| s16 AnimationEntry::animId |
the sprite id whose metadata and frames it uses
Definition at line 38 of file animspr.h.
Referenced by Animation_InitializeObjects(), Animation_InitWorkFromMetadata(), Animation_SetIndexAndInitObjects(), Animation_SetWorkEntry(), AnimationObject_Allocate(), AnimationObjects_SelectAnimation(), BattlePres_RunAttack(), BattlePres_RunPlainAttack(), ObjectDispatch_ApplyValueToKind200Children(), Ui_FillGridColumnFromMetadata(), Ui_SetGridColumnNumber(), and VenusLighthouse_DispatchPushScript().
| u16 AnimationEntry::timer |
Time left on the current frame in sixteenths of a frame, read signed: each timed command adds its argument times 16, each frame takes off step.
Definition at line 41 of file animspr.h.
Referenced by Animation_SetWorkEntry(), AnimationObjects_SelectAnimation(), AnimationObjects_SetActiveFrameTimers(), Sprite_ComposeAnimationFrame(), and Ui_FillGridColumnFromMetadata().
| u8 AnimationEntry::kind |
The facing table its frames follow (from the metadata, or ANIM_CMD_SET_KIND); zero marks a free layer record.
Definition at line 44 of file animspr.h.
Referenced by Animation_InitializeObjects(), Animation_InitWorkFromMetadata(), Animation_SetWorkEntry(), AnimationObject_Allocate(), AnimationObjects_SelectAnimation(), Battle_PlaceActorsByFormationKind(), Map_BuildProbeRing(), ObjectDispatch_ApplyValueToKind200Children(), ObjectGroup_ApplyRandomChildValues(), Sprite_ComposeAnimationFrame(), and Ui_FillGridColumnFromMetadata().
| u8 AnimationEntry::param |
SpriteColorMode its pixels are drawn with; 0 when taken.
Definition at line 45 of file animspr.h.
Referenced by Animation_ApplyChildPalette(), AnimationObject_Allocate(), BattleEffect_PauseObject(), BattleEvent_Playback(), BattleFx_SetupObjectPair(), BattleMotion_SetMode5AndActivateSlot(), BattleMotion_SetRecordChildValues(), BattleMotion_ShowDowned(), BattlePres_RunItem(), BattlePres_RunPsynergyCast(), BattlePres_RunUnitAction(), BattlePresentation_RunUnitTransition(), FieldFx_BlinkAvoidCaster(), FieldFx_EndCloak(), FieldFx_RunAvoid(), FieldFx_StartCloak(), MercuryLighthouse_FollowLeader(), ObjectDispatch_ApplyValueToKind200Children(), ObjectEffect_EndContextEffect(), ObjectEffect_PrepareContextEffect(), ObjectGroup_ApplyIndexedChildValue(), ObjectGroup_ApplyRandomChildValues(), ObjectGroup_SetChildValue(), ObjectGroup_SetChildValueUnlessFifteen(), ObjectGroup_UpdateMembers(), ObjectTable_ResetForObject(), Sanctum_ShowHealerAfterimage(), Sprite_ComposeAnimationFrame(), Storm_SetActorFrameMode(), SuhallaDesert_SetUpSecondSceneStorms(), and TolbiSpring_SetActorAppearance().
| u8 AnimationEntry::priority |
drawing order 0 to 3 among the layers; above 3 not drawn
Definition at line 46 of file animspr.h.
Referenced by BattleActor_SpawnObjectsForList(), BattleMotion_SpawnSlotEffectAndWait(), BattleStatusIcon_Cycle(), Object_MoveOnWorldMap(), and ObjectTable_ResetForObject().
| u8 AnimationEntry::mode |
frame codec: 1 type-01, 3 LZ, anything else raw
Definition at line 47 of file animspr.h.
Referenced by Animation_InitializeObjects(), Animation_InitWorkFromMetadata(), AnimationObject_Allocate(), ObjectSystem_Configure(), and Sprite_ComposeAnimationFrame().
| void** AnimationEntry::frames |
frame pointers, from the metadata or a resource slot
Definition at line 48 of file animspr.h.
Referenced by Animation_InitializeObjects(), Animation_InitWorkFromMetadata(), AnimationObject_Allocate(), AnimationObjects_SetActiveFrameTimers(), and Sprite_ComposeAnimationFrame().
| u8** AnimationEntry::scripts |
the metadata's command scripts, one per animation number
Definition at line 49 of file animspr.h.
Referenced by Animation_InitializeObjects(), Animation_InitWorkFromMetadata(), Animation_SetWorkEntry(), AnimationObject_Allocate(), AnimationObjects_SelectAnimation(), AnimationObjects_SetActiveFrameTimers(), AnimationObjects_SetActiveTimerSteps(), and Ui_FillGridColumnFromMetadata().
| u8* AnimationEntry::script |
the running script; null when stopped (ANIM_CMD_END)
Definition at line 50 of file animspr.h.
Referenced by Animation_ApplyChildPalette(), Animation_InitializeObjects(), Animation_InitWorkFromMetadata(), Animation_SetWorkEntry(), AnimationObject_Allocate(), AnimationObjects_SelectAnimation(), ObjectGroup_ApplyIndexedChildValue(), ObjectGroup_SetChildValue(), ResetMotionRecordGroup(), Sanctum_ShowHealerAfterimage(), Sprite_ComposeAnimationFrame(), Storm_SetActorFrameMode(), and Ui_FillGridColumnFromMetadata().
| u8 AnimationEntry::pos |
byte offset of the next command in script
Definition at line 51 of file animspr.h.
Referenced by Animation_InitializeObjects(), Animation_InitWorkFromMetadata(), Animation_SetWorkEntry(), AnimationObject_Allocate(), AnimationObjects_SelectAnimation(), Motion_SetTargetPositionFromMagnitudeAngle(), Sprite_ComposeAnimationFrame(), and Ui_FillGridColumnFromMetadata().
| u8 AnimationEntry::step |
taken off timer each frame; 16 is normal speed
Definition at line 52 of file animspr.h.
Referenced by Animation_SetWorkEntry(), AnimationObjects_SelectAnimation(), AnimationObjects_SetActiveTimerSteps(), Sprite_ComposeAnimationFrame(), and Ui_FillGridColumnFromMetadata().
| u8 AnimationEntry::frame |
frame shown, frameBase plus the facing offset; 255 none
Definition at line 53 of file animspr.h.
Referenced by Animation_InitializeObjects(), Animation_InitWorkFromMetadata(), AnimationObject_Allocate(), BattleEvent_Playback(), BattleMotion_SetMode5AndActivateSlot(), BattleMotion_SetRecordChildValues(), BattleMotion_ShowDowned(), ObjectGroup_UpdateMembers(), SolSanctumEruption_SpawnEffectPair(), Sprite_ComposeAnimationFrame(), TolbiSpring_SetActorAppearance(), Ui_FillGridColumnFromMetadata(), ValeBabi_SpawnEffectPair(), ValeHome_SpawnEffectPair(), ValeStorm_SpawnEffectPair(), VenusLighthouseAerie_SpawnLinkedPairEffects(), and WorldMap_CreateLinkedEffects().
| u8 AnimationEntry::frameBase |
frame the script chose, before facing; 255 blank
Definition at line 54 of file animspr.h.
Referenced by Sprite_ComposeAnimationFrame(), and Ui_FillGridColumnFromMetadata().