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#ifndef __JE_ANIMATION_H__
#define __JE_ANIMATION_H__
#include <vector>
#include <string>
#include "../je_sprite.h"
namespace JinEngine
{
namespace Graphics
{
namespace Animations
{
///
/// Animation clip with key.
///
class Animation
{
public:
Animation();
///
///
///
void addFrame(const Sprite* frame);
///
///
///
void addFrames(const std::vector<Sprite*>& frames);
///
///
///
void update(float dt);
///
///
///
void pause();
///
///
///
void resume();
///
/// Force rewind.
///
void rewind();
///
///
///
void setSpeed(float speed);
///
///
///
void setLoop(bool isLoop);
///
/// Get current frame index.
///
uint getCurrentFrameIndex();
///
///
///
const Sprite* getCurrentFrame();
///
/// Set current frame index.
///
/// @param frame Current frame to play.
///
void setCurrentFrame(uint frame);
///
///
///
void render(float x, float y, float sx, float sy, float r);
///
///
///
Animation clone();
private:
void next();
///
/// Key frames.
///
std::vector<const Sprite*> mFrames;
///
/// Animation playing speed.
///
float mSpeed;
///
///
///
float mTick;
uint mIndex;
float mLoop;
bool mActive;
};
} // namespace Animations
} // namespace Graphics
} // namespace JinEngine
#endif
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