This is an example of a C++ port of the C# AnimatedTexture XNA Game Studio sample class for drawing an animated 2D sprite using SpriteBatch. The sprite animation is assumed to be laid out horizontally.
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![shipanimated.png shipanimated.png]()
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class AnimatedTexture { public: AnimatedTexture( const DirectX::XMFLOAT2& origin, float rotation, float scale, float depth ) : mPaused(false), mFrameCount(0), mTextureWidth(0), mTextureHeight(0), mTimePerFrame(0.f), mTotalElapsed(0.f), mRotation( rotation ), mScale( scale, scale ), mDepth( depth ), mOrigin( origin ) { } void Load( ID3D11ShaderResourceView* texture, int frameCount, int framesPerSecond ) { if ( frameCount < 0 || framesPerSecond <= 0 ) throw std::invalid_argument( "AnimatedTexture" ); mPaused = false; mFrameCount = frameCount; mTimePerFrame = 1.f / float(framesPerSecond); mTotalElapsed = 0.f; mTexture = texture; if ( texture ) { Microsoft::WRL::ComPtr<ID3D11Resource> resource; texture->GetResource( resource.GetAddressOf() ); D3D11_RESOURCE_DIMENSION dim; resource->GetType( &dim ); if ( dim != D3D11_RESOURCE_DIMENSION_TEXTURE2D ) throw std::exception( "AnimatedTexture expects a Texture2D" ); Microsoft::WRL::ComPtr<ID3D11Texture2D> tex2D; resource.As( &tex2D ); D3D11_TEXTURE2D_DESC desc; tex2D->GetDesc( &desc ); mTextureWidth = int( desc.Width ); mTextureHeight = int( desc.Height ); } } void Update( float elapsed ) { if ( mPaused ) return; mTotalElapsed += elapsed; if ( mTotalElapsed > mTimePerFrame ) { ++mFrame; mFrame = mFrame % mFrameCount; mTotalElapsed -= mTimePerFrame; } } void Draw( DirectX::SpriteBatch* batch, const DirectX::XMFLOAT2& screenPos ) const { Draw( batch, mFrame, screenPos ); } void Draw( DirectX::SpriteBatch* batch, int frame, const DirectX::XMFLOAT2& screenPos ) const { int frameWidth = mTextureWidth / mFrameCount; RECT sourceRect; sourceRect.left = frameWidth * frame; sourceRect.top = 0; sourceRect.right = sourceRect.left + frameWidth; sourceRect.bottom = mTextureHeight; batch->Draw( mTexture.Get(), screenPos, &sourceRect, DirectX::Colors::White, mRotation, mOrigin, mScale, DirectX::SpriteEffects_None, mDepth ); } void Reset() { mFrame = 0; mTotalElapsed = 0.f; } void Stop() { mPaused = true; mFrame = 0; mTotalElapsed = 0.f; } void Play() { mPaused = false; } void Paused() { mPaused = true; } bool IsPaused() const { return mPaused; } private: bool mPaused; int mFrame; int mFrameCount; int mTextureWidth; int mTextureHeight; float mTimePerFrame; float mTotalElapsed; float mDepth; float mRotation; DirectX::XMFLOAT2 mOrigin; DirectX::XMFLOAT2 mScale; Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mTexture; };
Example
This example uses a sprite sheet that has 4 frames of animation (shipanimated.dds)#include "DDSTextureLoader.h" #include "SpriteBatch.h" #include "AnimatedTexture.h"// Create a texture using our sprite sheet Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> ship; hr = CreateDDSTextureFromFile( device, L"shipanimated.dds", nullptr, ship.GetAddressOf() ); ... // Create a sprite batch for drawing std::unique_ptr<DirectX::SpriteBatch> batch( new SpriteBatch( context ) ); // Create an AnimatedTexture helper class instance and set it to use our texture// which is assumed to have 4 frames of animation with a FPS of 2 seconds std::unique_ptr<AnimatedTexture> sprite( new AnimatedTexture( XMFLOAT2(0,0), 0.f, 2.f, 0.5f ) ); sprite->Load( ship.Get(), 4, 2 ); ... // Update the sprite sheet animation based on current time sprite->Update( timeDelta ); ... // Render the sprite using sprite batch batch->Begin(); // TODO - background draw here sprite->Draw( batch.get(), screenPos ); // TODO - More sprites or text here batch->End();