- 
                Notifications
    You must be signed in to change notification settings 
- Fork 529
AnimatedTexture
        Chuck Walbourn edited this page Apr 26, 2022 
        ·
        8 revisions
      
    This is an example of a C++ port of the C# XNA Game Studio sample class for drawing an animated 2D sprite using SpriteBatch. The sprite animation is assumed to be laid out horizontally.
Related tutorial: More tricks with sprites
class AnimatedTexture
{
public:
    AnimatedTexture()
    {
        ...
    }
    AnimatedTexture( const DirectX::XMFLOAT2& origin, float rotation, float scale,
        float depth )
    {
        ...
    }
    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;
};This example uses a sprite sheet that has 4 frames of animation (shipanimated.dds)

#include "DDSTextureLoader.h"
#include "SpriteBatch.h"
#include "AnimatedTexture.h"
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> ship;
std::unique_ptr<DirectX::SpriteBatch> spriteBatch;
std::unique_ptr<AnimatedTexture> sprite;
// Create a texture using our sprite sheet
hr = CreateDDSTextureFromFile( device, L"shipanimated.dds", nullptr,
    ship.GetAddressOf() );
DX::ThrowIfFailed(hr);
...
// Create a sprite batch for drawing
spriteBatch = std::make_unique<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
sprite = std::make_unique<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
spriteBatch->Begin();
// TODO - background draw here
sprite->Draw( spriteBatch.get(), screenPos );
// TODO - More sprites or text here
spriteBatch->End();All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v20
- MinGW 12.2, 13.2
- CMake 3.21