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path: root/src/libjin/graphics/animations/animator.cpp
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#include "../../math/vector2.hpp"
#include "animator.h"

using namespace JinEngine::Math;

namespace JinEngine
{
	namespace Graphics
	{
		namespace Animations
		{

			Animator::Animator()
				: mIndex(0)
				, mTick(0)
				, mIsActive(true)
			{
			}

			void Animator::setAnimation(const Animation* anim)
			{
				mAnimation = anim;
				if (mAnimation)
				{
					mSpeed = mAnimation->getSpeed();
					mLoop = mAnimation->isLoop();
				}
			}

			void Animator::play()
			{
				mIndex = 0;
				mIsActive = true; 
				mTick = 0;
			}

			void Animator::pause()
			{
				mIsActive = false; 
			}

			void Animator::resume()
			{
				mIsActive = true;
			}

			void Animator::update(float dt)
			{
				if (!mIsActive || !mAnimation)
					return;
				float interval = 1 / mSpeed;
				mTick += dt;
				uint fc = mAnimation->getFrameCount();
				if (mTick >= interval)
				{
					mIndex += int(mTick / interval);
					mTick = fmod(mTick, interval);
					if (mLoop)
						mIndex %= fc;
					mIndex = clamp<uint>(mIndex, 0, fc - 1);
				}
			}

			void Animator::rewind()
			{
				mIndex = 0;
			}

			void Animator::render(float x, float y, float sx, float sy, float r) const
			{
				if (!mAnimation)
					return;
				const Sprite* spr = mAnimation->getFrame(mIndex);
				if (spr)
					spr->render(x, y, sx, sy, r);
			}

			void Animator::forceToFrame(uint index)
			{
				mIndex = index;

			}

			void Animator::setSpeed(float speed)
			{
				mSpeed = speed;
			}

			void Animator::setDefaultSpeed()
			{
				if(mAnimation != nullptr)
					mSpeed = mAnimation->getSpeed();
				else
				{
					jin_log_error("Animation is null.");
					return;
				}
			}

			void Animator::setLoop(bool loop)
			{
				mLoop = loop;
			}

			void Animator::setDefaultLoop()
			{
				if(mAnimation != nullptr)
					mLoop = mAnimation->isLoop();
				else
				{
					jin_log_error("Animation is null.");
					return;
				}
			}

			float Animator::getSpeed()
			{
				return mSpeed;
			}

			uint Animator::getFrameCount()
			{
				return mAnimation->getFrameCount();
			}

		}
	}
}