Camera is now using Animate2 and it's mostly working, but there's a few more refactors needed.
This commit is contained in:
parent
46cc21ec7b
commit
364f66bffb
14 changed files with 106 additions and 62 deletions
|
|
@ -57,6 +57,7 @@ namespace animate2 {
|
|||
bool flipped{false};
|
||||
float ease_rate{0.5f};
|
||||
bool scaled{false};
|
||||
bool relative{false};
|
||||
|
||||
// handled by onLoop
|
||||
bool toggled{false};
|
||||
|
|
@ -70,7 +71,7 @@ namespace animate2 {
|
|||
|
||||
std::shared_ptr<sf::Shader> shader{nullptr};
|
||||
|
||||
void lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out);
|
||||
void apply(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out);
|
||||
};
|
||||
|
||||
/* Gets the number of times it looped, and returns if it should stop. */
|
||||
|
|
@ -118,10 +119,10 @@ namespace animate2 {
|
|||
bool has_form(const std::string& as_form);
|
||||
void set_form(const std::string& form);
|
||||
void apply(sf::Sprite& sprite);
|
||||
void apply(sf::View& view_out, sf::Vector2f pos, sf::Vector2f size);
|
||||
void apply_effect(std::shared_ptr<sf::Shader> effect);
|
||||
void update();
|
||||
void motion(sf::Sprite& sprite, sf::Vector2f pos, sf::Vector2f scale);
|
||||
void motion(sf::Transformable& sprite, sf::Vector2f pos, sf::Vector2f scale);
|
||||
void motion(sf::View& view_out, sf::Vector2f pos, sf::Vector2f scale);
|
||||
std::pair<int, double> commit();
|
||||
};
|
||||
|
||||
|
|
@ -130,6 +131,6 @@ namespace animate2 {
|
|||
ENROLL_COMPONENT(Sheet, frames, frame_width, frame_height);
|
||||
ENROLL_COMPONENT(Sequence, frames, durations);
|
||||
ENROLL_COMPONENT(Transform, min_x, min_y, max_x, max_y,
|
||||
flipped, ease_rate, scaled, toggled, looped, easing, motion);
|
||||
flipped, ease_rate, scaled, relative, toggled, looped, easing, motion);
|
||||
ENROLL_COMPONENT(Animate2, sheet, sequences, transforms, forms, sounds);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue