#pragma once #include "Component.h" #include "api/Sprite.h" #include namespace crepe { class AnimatorSystem; class SDLContext; /** * \brief The Animator component is used to animate sprites by managing the movement * and frame changes within a sprite sheet. * * This component allows for controlling sprite animation through rows and columns of a sprite sheet. * It can be used to play animations, loop them, or stop them. */ class Animator : public Component { public: //TODO: need to implement this void loop(); void stop(); public: /** * \brief Constructs an Animator object that will control animations for a sprite sheet. * * \param[in] id The unique identifier for the component, typically assigned automatically. * \param[in] spritesheet A reference to the Sprite object which holds the sprite sheet for animation. * \param[in] row The maximum number of rows in the sprite sheet. * \param[in] col The maximum number of columns in the sprite sheet. * \param[in] col__animate The specific col index of the sprite sheet to animate. This allows selecting which col to animate from multiple col in the sheet. * * This constructor sets up the Animator with the given parameters, and initializes the animation system. */ Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate); /** * \brief Destroys the Animator object and cleans up any resources. * * This destructor will handle any necessary cleanup when the Animator component is no longer needed. */ ~Animator(); //! Deleted copy constructor to prevent copying of the Animator instance. Animator(const Animator &) = delete; //! Deleted move constructor to prevent moving of the Animator instance. Animator(Animator &&) = delete; //! Deleted copy assignment operator to prevent copying the Animator instance. Animator & operator=(const Animator &) = delete; //! Deleted move assignment operator to prevent moving the Animator instance. Animator & operator=(Animator &&) = delete; private: //! A reference to the Sprite sheet containing the animation frames. Sprite & spritesheet; //! The maximum number of columns in the sprite sheet. const int col; //! The maximum number of rows in the sprite sheet. const int row; //! The current col being animated. int curr_col = 0; //! The current row being animated. int curr_row = 0; Rect animator_rect; //TODO: Is this necessary? //int fps; private: //! Friend class that can directly access the private members of the Animator. friend class AnimatorSystem; friend class SDLContext; }; } // namespace crepe //