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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-12 15:11:51 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-12 15:11:51 +0100
commit33454c2c8d8c0abdfd405608af4e6cd53a25e7c4 (patch)
treeef5131afc629815e993775423602a6e8af5fcb5f /src/crepe/system/AnimatorSystem.h
parent067247360d68042ad5466b802399338c14d7dc58 (diff)
parent656df6ddd6b5231705798540c347efeebf8ac8a9 (diff)
merge `master` into `loek/cleanup`
Diffstat (limited to 'src/crepe/system/AnimatorSystem.h')
-rw-r--r--src/crepe/system/AnimatorSystem.h44
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diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
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+#pragma once
+
+#include "System.h"
+
+//TODO:
+// control if flip works with animation system
+
+namespace crepe {
+
+/**
+ * \brief The AnimatorSystem is responsible for managing and updating all Animator components.
+ *
+ * This system is responsible for controlling the behavior of the animations for all entities
+ * that have the Animator component attached. It updates the animations by controlling their
+ * frame changes, looping behavior, and overall animation state.
+ */
+class AnimatorSystem : public System {
+
+public:
+ /**
+ * \brief Retrieves the singleton instance of the AnimatorSystem.
+ *
+ * \return A reference to the single instance of the AnimatorSystem.
+ *
+ * This method ensures that there is only one instance of the AnimatorSystem, following the
+ * singleton design pattern. It can be used to access the system globally.
+ */
+ static AnimatorSystem & get_instance();
+
+ /**
+ * \brief Updates the Animator components.
+ *
+ * This method is called periodically (likely every frame) to update the state of all
+ * Animator components, moving the animations forward and managing their behavior (e.g., looping).
+ */
+ void update() override;
+
+private:
+ // private because singleton
+ AnimatorSystem(); // dbg_trace
+ ~AnimatorSystem(); // dbg_trace
+};
+
+} // namespace crepe