C# Class SWFProcessing.SWFModeller.Characters.Sprite

A sprite object with its own timeline
Inheritance: SWFProcessing.SWFModeller.Modelling.Timeline, ICharacter
Datei anzeigen Open project: WeeWorld/Swiffotron Class Usage Examples

Public Methods

Method Description
FindInstance ( string name ) : PlaceObject
Sprite ( Timeline srcTimeline, SWF root, string className = null ) : System.Collections.Generic

Initializes a new instance of a sprite by cloning another timeline.

Sprite ( uint frameCount, SWF root ) : System.Collections.Generic

Initializes a new instance of a sprite and empty timeline.

SpriteProc ( SpriteProcessor sp ) : void

Calls a delegate method on each descendant sprite in this sprite.

ToString ( ) : string

Renders the sprite as a string. Used only in test/debug console output.

ToStringModelView ( int nest, StringBuilder sb, bool &oneLiner ) : void

Unit test method present in the debug build. Renders the object as text that can be written to a diffable output file.

Private Methods

Method Description
PopulateCharacterRefList ( ListSet refs ) : ListSet
RemapFonts ( SWF incoming, SWF root ) : void

This will alter the incoming SWF's font references. Any new fonts will be left untouched. Any fonts that exist in root already will have their glyphs imported into the root SWF's fonts and references will re-point to the now possibly larger font. Any fonts that exist only in incoming will be left alone since importing the SWF as a movieclip will automatically make those fonts part of root.

Method Details

FindInstance() public method

public FindInstance ( string name ) : PlaceObject
name string
return PlaceObject

Sprite() public method

Initializes a new instance of a sprite by cloning another timeline.
public Sprite ( Timeline srcTimeline, SWF root, string className = null ) : System.Collections.Generic
srcTimeline SWFProcessing.SWFModeller.Modelling.Timeline The timeline to clone.
root SWF
className string If the cloned timeline is a SWF, then /// you should pass in a class name here. The MainTimeline class /// will be renamed in here to this new name.
return System.Collections.Generic

Sprite() public method

Initializes a new instance of a sprite and empty timeline.
public Sprite ( uint frameCount, SWF root ) : System.Collections.Generic
frameCount uint The initial number of empty frames on /// the timeline.
root SWF
return System.Collections.Generic

SpriteProc() public method

Calls a delegate method on each descendant sprite in this sprite.
public SpriteProc ( SpriteProcessor sp ) : void
sp SpriteProcessor
return void

ToString() public method

Renders the sprite as a string. Used only in test/debug console output.
public ToString ( ) : string
return string

ToStringModelView() public method

Unit test method present in the debug build. Renders the object as text that can be written to a diffable output file.
public ToStringModelView ( int nest, StringBuilder sb, bool &oneLiner ) : void
nest int The current nest level in our output
sb System.Text.StringBuilder The buffer that is accumulating output.
oneLiner bool
return void