#pragma once #include #include "Component.h" #include "Sprite.h" #include "types.h" 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: struct Data { //! frames per second for animation unsigned int fps = 1; //! The current col being animated. unsigned int col = 0; //! The current row being animated. unsigned int row = 0; //! should the animation loop bool looping = false; //! starting frame for cycling unsigned int cycle_start = 0; //! end frame for cycling (-1 --> use last frame) int cycle_end = -1; //! offset in pixels. // TODO implement unsigned int white_space = 0; }; public: /** * \brief Animator will repeat the animation * */ void loop(); /** * \brief starts the animation * */ void play(); /** * \brief pauses the animation * * sets the active false * */ void pause(); /** * \brief stops the animation * * sets the active on false and resets all the current rows and columns * */ void stop(); /** * \brief set frames per second * * \param fps frames per second */ void set_fps(int fps); /** * \brief set the range in the row * * \param start of row animation * \param end of row animation */ void set_cycle_range(int start, int end); /** * \brief select which column to animate from * * \param col animation column */ void set_anim(int col); /** * \brief will go to the next animaiton of current row * */ void next_anim(); public: /** * \brief Constructs an Animator object that will control animations for a sprite sheet. * * \param id The unique identifier for the component, typically assigned automatically. * \param ss the reference to the spritesheet * \param max_row maximum of rows inside the given spritesheet * \param max_col maximum of columns inside the given spritesheet * \param data extra animation data for more control * * This constructor sets up the Animator with the given parameters, and initializes the * animation system. */ Animator(game_object_id_t id, Sprite & ss, unsigned int max_row, unsigned int max_col, const Animator::Data & data); ~Animator(); // dbg_trace public: //! The maximum number of columns in the sprite sheet. const unsigned int max_columns; //! The maximum number of rows in the sprite sheet. const unsigned int max_rows; Animator::Data data; private: //! A reference to the Sprite sheet containing. Sprite & spritesheet; // uses the spritesheet friend AnimatorSystem; }; } // namespace crepe //