/* OmniaFramework - A collection of useful functionality Copyright (C) 2025 OmniaX-Dev This file is part of OmniaFramework. OmniaFramework is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. OmniaFramework is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OmniaFramework. If not, see . */ #pragma once #include #include #include #include namespace ogfx { class Animation { public: struct AnimationData : public ostd::__i_stringeable { i32 frameCount { 1 }; i32 stillFrame { 0 }; f64 fps { 60.0 }; i32 rowOffset { 0 }; i32 columnOffset { 0 }; f32 pixelOffsetX { 0.0f }; f32 pixelOffsetY { 0.0f }; i32 rows { 1 }; i32 columns { 1 }; f32 frameWidth{ 32 }; f32 frameHeight { 32 }; bool still { false }; bool turnBack { false }; bool random { false }; inline String toString(void) const override { String str = ""; str.add("AnimData {"); str.add(" ").add("frameCount: ").add(frameCount).add(",\n"); str.add(" ").add("stillFrame: ").add(stillFrame).add(",\n"); str.add(" ").add("rowOffset: ").add(rowOffset).add(",\n"); str.add(" ").add("columnOffset: ").add(columnOffset).add(",\n"); str.add(" ").add("pixelOffsetX: ").add(pixelOffsetX, 2).add(",\n"); str.add(" ").add("pixelOffsetY: ").add(pixelOffsetY, 2).add(",\n"); str.add(" ").add("rows: ").add(rows).add(",\n"); str.add(" ").add("columns: ").add(columns).add(",\n"); str.add(" ").add("frameWidth: ").add(frameWidth, 2).add(",\n"); str.add(" ").add("frameHeight: ").add(frameHeight, 2).add(",\n"); str.add(" ").add("still: ").add(STR_BOOL(still)).add(",\n"); str.add(" ").add("turnBack: ").add(STR_BOOL(turnBack)).add(",\n"); str.add(" ").add("random: ").add(STR_BOOL(random)).add(",\n"); str.add("}"); return str; } }; public: inline Animation(void) { } inline Animation(const AnimationData& ad) { create(ad); }; inline Animation(const AnimationData& ad, Image& spriteSheet) { create(ad, spriteSheet); }; inline Animation& create(const AnimationData& ad) { return create(ad, InvalidImage); } inline void update(void) { m_timer.update(); } Animation& create(const AnimationData& ad, Image& spriteSheet); void resetAnimation(void); inline void setFrameCount(i32 n) { m_animData.frameCount = n; } inline void setStillFrame(i32 n) { m_animData.stillFrame = n; } inline void setColumnOffset(i32 o) { m_animData.columnOffset = o; } inline void setRowOffset(i32 o) { m_animData.rowOffset = o; } inline void setPixelOffsetX(f32 o) { m_animData.pixelOffsetX = o; } inline void setPixelOffsetY(f32 o) { m_animData.pixelOffsetY = o; } inline void setNRows(i32 n) { m_animData.rows = n; } inline void setNColumns(i32 n) { m_animData.columns = n; } inline void setFrameWidth(i32 f) { m_animData.frameWidth = f; } inline void setFrameHeight(i32 f) { m_animData.frameHeight = f; } inline void enableStill(bool b = true) { m_animData.still = b; } inline void enableTurnBack(bool b = true) { m_animData.turnBack = b; } inline void enableRandom(bool b = true) { m_animData.random = b; } inline i32 getFrameCount(void) { return m_animData.frameCount; } inline i32 getStillFrame(void) { return m_animData.stillFrame; } inline f64 getFPS(void) { return m_animData.fps; } inline i32 getColumnOffset(void) { return m_animData.columnOffset; } inline i32 getRowOffset(void) { return m_animData.rowOffset; } inline f32 getPixelOffsetX(void) { return m_animData.pixelOffsetX; } inline f32 getPixelOffsetY(void) { return m_animData.pixelOffsetY; } inline i32 getNRows(void) { return m_animData.rows; } inline i32 getNColumns(void) { return m_animData.columns; } inline i32 getFrameWidth(void) { return m_animData.frameWidth; } inline i32 getFrameHeight(void) { return m_animData.frameHeight; } inline bool isStill(void) { return m_animData.still; } inline bool isTurnBackEnabled(void) { return m_animData.turnBack; } inline bool isRandomEnabled(void) { return m_animData.random; } inline void setSpriteSheet(Image& img) { m_spriteSheet = &img; } inline Rectangle getFrameRect(void) const { return m_frameRect; } inline const Image& getSpriteSheet(void) const { return (m_spriteSheet != nullptr ? *m_spriteSheet : InvalidImage); } inline Image& getSpriteSheet(void) { return (m_spriteSheet != nullptr ? *m_spriteSheet : InvalidImage); } inline bool hasImage(void) const { return m_spriteSheet != nullptr; } inline const AnimationData& getAnimationData(void) const { return m_animData; } inline AnimationData& getAnimationData(void) { return m_animData; } inline void removeSpriteSheet(void) { m_spriteSheet = &InvalidImage; } private: void update_animation(void); private: inline static Image InvalidImage; AnimationData m_animData; ostd::StepTimer m_timer; Image* m_spriteSheet { nullptr }; i32 m_currentFrame { 0 }; bool m_back { false }; Rectangle m_frameRect { 0, 0, 0, 0 }; }; }