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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();
            }

        }
    }
}