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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;
};
///
/// SpriteԸıspriteĴСתšimageAnimationͨanimatorġ
///
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
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