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path: root/Source/Asura.Engine/Graphics/Animation.h
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#ifndef __AE_ANIMATION_H__
#define __AE_ANIMATION_H__

#include "Sprite.h"
#include "Component.h"
#include "Manager.hpp"
#include "SpriteRenderer.h"
#include "Containers/Map.h"
#include "Containers/Vector.hpp"
#include "Containers/StringMap.hpp"
#include "Filesystem/Asset.h"

namespace AsuraEngine
{
    namespace Graphics
    {

        ///
        /// ؼ֡
        ///
        struct Frame
        {
            uint mask;      //
            float time;
            Sprite* sprite;
        };

        ///
        /// SpriteԸıspriteĴСתšimageAnimationͨanimator޸ġ
        ///
        class Animation final : public Filesystem::Asset
        {
        public:

            enum UpdateMask
            {
                Scale = 1,
                Position = 1 << 1,
                Rotation = 1 << 2,
                Sprite = 1 << 3
            };

            struct Definition
            {
                
            };

            ///
            /// ʱһ֡
            ///
            Frame GetFrame(float t);

            ///
            /// ùؼ֡
            ///
            uint GetKeyFrameCount();

            ///
            /// Ƿѭ
            ///
            uint GetLoop();

            ///
            /// ȡʱ
            ///
            uint GetDuration();

        private:

            ///
            /// ؼ֡
            ///
            Containers::Vector<Frame> mFrames;

            ///
            /// ʱ
            ///
            float mDuration;

            ///
            /// Ƿѭ
            ///
            bool mLoop;

            ///
            /// ID
            ///
            uint mID;

            UpdateMask mUpdateMask;

        };

        class AnimationManager : public Manager
        {
        public:

            Containers::String GetAnimationName(uint ID);

            uint GetAnimationID(const Containers::String& name);

            Animation* GetAnimation(uint ID);

            Animation* GetAnimation(const Containers::String& name);

            ///
            /// ӶID
            ///
            uint AddAnimation(Animation* animation);

        private:

            ///
            /// ӳIDanimation
            ///
            Containers::StringMap<uint> mAnimationIDs;

            ///
            /// ӳkeyanimation
            ///
            Containers::Map<uint, Animation*> mAnimations;

        };

    }
}

#endif