OmniaFramework/src/ogfx/utils/Animation.hpp

130 lines
5.4 KiB
C++

/*
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 <https://www.gnu.org/licenses/>.
*/
#pragma once
#include <ostd/data/Types.hpp>
#include <ostd/math/Geometry.hpp>
#include <ostd/utils/Time.hpp>
#include <ogfx/resources/Image.hpp>
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 };
};
}