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animation.h
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animation.h
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#pragma once
#include "SDL_gpu.h"
#include "vec.h"
#include "animation_frame.h"
#include <array>
struct Animation
{
template<std::size_t size>
constexpr Animation(const std::array<AnimationFrame, size>& animation, bool is_loopable = true)
: anim(animation.data())
, anim_size(size)
, loopable(is_loopable)
{
}
template<std::size_t size>
constexpr void Set(const std::array<AnimationFrame, size>& animation, bool is_loopable = true) // Sets an animation and restarts it
{
anim = animation.data();
anim_size = size;
loopable = is_loopable;
Restart();
}
template<std::size_t size>
constexpr void Ensure(const std::array<AnimationFrame, size>& animation, bool is_loopable = true) // Sets an animation if not alreay set
{
if (!IsSet(animation))
{
Set(animation, is_loopable);
}
}
template<std::size_t size>
constexpr bool IsSet(const std::array<AnimationFrame, size>& animation)
{
return (animation.data() == anim);
}
template<std::size_t size>
constexpr Animation(const AnimationFrame(&animation)[size], bool is_loopable = true)
: anim(animation)
, anim_size(size)
, loopable(is_loopable)
{
}
template<std::size_t size>
constexpr void Set(const AnimationFrame(&animation)[size], bool is_loopable = true) // Sets an animation and restarts it
{
anim = animation;
anim_size = size;
loopable = is_loopable;
Restart();
}
template<std::size_t size>
constexpr void Ensure(const AnimationFrame(&animation)[size], bool is_loopable = true) // Sets an animation if not alreay set
{
if (!IsSet(animation))
{
Set(animation, is_loopable);
}
}
template<std::size_t size>
constexpr bool IsSet(const AnimationFrame(&animation)[size])
{
return (animation == anim);
}
bool IsComplete() const // Only for non-looping animations
{
return complete;
}
constexpr void Restart()
{
timer = 0;
current_frame = 0;
complete = false;
}
void Update(float dt)
{
timer += dt;
while (timer > anim[current_frame].duration)
{
timer -= anim[current_frame].duration;
if (current_frame < anim_size - 1)
{
current_frame++;
}
else if (loopable)
{
current_frame = 0;
}
else
{
complete = true;
break;
}
}
}
void UpdateReverse(float dt)
{
timer += dt;
while (timer > anim[current_frame].duration)
{
timer -= anim[current_frame].duration;
if (current_frame > 0)
{
current_frame--;
}
else if (loopable)
{
current_frame = anim_size - 1;
}
else
{
complete = true;
break;
}
}
}
uint8_t CurrentFrameNumber() const
{
return current_frame;
}
uint8_t TotalFrames() const
{
return anim_size;
}
const GPU_Rect& CurrentFrameRect() const
{
return anim[current_frame].rect;
}
float CurrentFrameDuration() const
{
return anim[current_frame].duration;
}
float TotalDuration() const
{
return SumDuration(anim, anim_size);
}
template<uint8_t size>
static constexpr float TotalDuration(const AnimationFrame(&animation)[size])
{
return SumDuration(animation, size);
}
template<uint8_t size>
static constexpr float TotalDurationForFrames(const AnimationFrame(&animation)[size], uint8_t first_frame, uint8_t num_frames)
{
return SumDuration(&animation[first_frame], num_frames);
}
template<uint8_t size>
static const GPU_Rect& GetRectAtTime(const AnimationFrame(&animation)[size], float time)
{
// This is not very efficient, but it's handy if you are too lazy to store an Animation between frames and want to use something like the global clock
Animation anim(animation);
float totalTime = TotalDuration(animation);
if (time > totalTime) {
time = fmod(time, totalTime);
}
anim.Update(time);
return anim.CurrentFrameRect();
}
const AnimationFrame* anim;
uint8_t anim_size;
uint8_t current_frame = 0;
bool loopable = true;
bool complete = false;
float timer = 0;
private:
static constexpr float SumDuration(const AnimationFrame* anim, uint8_t size)
{
float t = 0;
for (uint8_t i = 0; i < size; i++) {
t += anim[i].duration;
}
return t;
}
};