100 lines
2.5 KiB
C++
100 lines
2.5 KiB
C++
#pragma once
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#include <memory>
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#include <chrono>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Time.hpp>
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#include <functional>
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#include "ease2.hpp"
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#include <fmt/core.h>
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namespace animate2 {
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struct Sheet {
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int width{0};
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int height{0};
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int frame_width{0};
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int frame_height{0};
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};
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struct Timer {
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double DELTA = 1.0/60.0;
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double accumulator = 0.0;
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double prev_time = 0.0;
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double current_time = 0.0;
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double frame_duration = 0.0;
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double alpha = 0.0;
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sf::Clock clock{};
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std::pair<int, double> commit();
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void start();
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void reset();
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void restart();
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sf::Time getElapsedTime();
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};
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struct Sequence {
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std::vector<int> frames{};
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std::vector<std::chrono::milliseconds> durations{};
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size_t current{0};
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int loop_count{0};
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size_t frame_count{frames.size()};
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Timer timer{};
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float subframe{0.0f};
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};
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struct Transform {
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// how to know when a transform ends?
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float min_x{1.0f};
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float min_y{1.0f};
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float max_x{1.0f};
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float max_y{1.0f};
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bool simple{true};
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bool flipped{false};
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float ease_rate{0.5f};
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float speed{0.1f};
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bool scaled{false};
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bool stationary{false};
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// these can handled by the onLoop, same as ganim8 does it
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bool toggled{false};
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bool looped{false};
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std::shared_ptr<sf::Shader> shader{nullptr};
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// change to using a callback function for these
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ease2::EaseFunc easing = ease2::in_out_back;
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ease2::MoveFunc motion = ease2::move_rush;
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float twitching(Sequence& seq);
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void lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out);
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};
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/* Gets the number of times it looped, and returns if it should stop. */
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using OnLoopHandler = std::function<bool(Sequence& seq, Transform& tr)>;
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using OnFrameHandler = std::function<void()>;
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inline bool DefaultOnLoop(Sequence& seq, Transform& tr) {
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seq.current = 0;
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return tr.looped;
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}
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class Animate2 {
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public:
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Sheet $sheet;
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Sequence $sequence;
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Transform $transform;
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OnFrameHandler onFrame = nullptr;
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std::vector<sf::IntRect> $frame_rects{calc_frames()};
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OnLoopHandler onLoop = DefaultOnLoop;
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bool playing = false;
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std::vector<sf::IntRect> calc_frames();
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void play();
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void stop();
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void apply(sf::Sprite& sprite);
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void update_frame();
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void update();
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void motion(sf::Vector2f& pos_out, sf::Vector2f& scale_out);
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};
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}
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