Short: Display animated sprites Author: Edorul Uploader: aGGreSSor/CPU (amitrans narod ru) Type: dev/lib Version: 1.2b Requires: ABIv0; i386 Architecture: i386-aros Distribution: aminet ============================== F E A T U R E S ============================== SDL_sprite - part of SDL toolkit. The SDLSprite library in based on the CDXSprite library from the excellent CDX project (but unlikely it's only for Windows...). This C++ class contains the datas and functions required to display animated sprites. A SDLSprite object is created from BMP picture which is used to strore data for the sprite. Beware : All the sprite's frames must be the same width and height and stored in the same BMP file. ============================ R E Q U I R E M E N T ========================== SDL_sprite tested and worked fine on the following configurations: - IcarOS i386 (Kickstart 51.51, Workbench 40.0, AROS ABIv0) - AROS One i386 (Kickstart 51.51, Workbench 40.0, AROS ABIv0) ================================= U S A G E ================================= 1) Copy local/lib/libSDLSprite.a to your libs directory (example: /usr/local/amiga/i386-aros/lib) 2) Copy local/include/SDLSprite.h and local/include/SDLSpriteList.h to your headers directory (example: /usr/local/amiga/i386-aros/include) 3) Add this line at the beginning of your code : #include "SDLSprite.h" #include "SDLSpriteList.h" 4) Compile and enjoy. ============================= C H A N G E L O G ============================= New for version 1.2b: Distributive also contains SDLSpriteList 1.1 class which permits to store sprites in a dynamic fashion. A SDLSpriteList is a linked list of SDLSprite objects, which can be added and removed at run-time. ================================ S O U R C E ================================ Based on AmigaOS 4 version source http://aminet.net/package/dev/lib/sdl_sprite-os4 ______ ______ ______ ______ ______|:: .__|:: .__|_____ ______|:: ___|:: ___|______ _____ |: , |: | |: | |: ,_|: ,__|:___ |:___ |: - |: ,_| |__|___|______|______|___| _____|______|______|______|___| home cross-compilation factory