354 lines
6.2 KiB
C++
354 lines
6.2 KiB
C++
#include "Sprite.hpp"
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#include "Game.hpp"
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Sprite::Sprite() : Sprite(NULL) {}
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Sprite::Sprite(Node* parent) :
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Node(parent, true), current_frameset_name(get_configuration()["animation"]["all-frames-frameset-name"])
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{
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add_frameset(current_frameset_name);
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frame_animation.play();
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}
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Sprite::Sprite(Node* parent, std::string path) : Sprite(parent)
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{
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associate(path);
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}
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void Sprite::set_frame_length(float length)
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{
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frame_animation.set_frame_length(length);
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}
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void Sprite::associate(std::string path)
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{
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if (fs::is_regular_file(path))
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{
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frame_paths.push_back(fs::path(path));
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}
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else if (fs::is_directory(path))
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{
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fs::directory_iterator directory(path);
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std::vector<fs::path> paths;
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std::copy(directory, fs::directory_iterator(), std::back_inserter(paths));
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std::sort(paths.begin(), paths.end());
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for (const fs::path &name : paths)
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{
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frame_paths.push_back(name);
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}
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}
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else
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{
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std::ostringstream message;
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message << "invalid path " << path;
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get_root()->print_error(message.str());
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}
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}
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void Sprite::load()
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{
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for (const fs::path &path : frame_paths)
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{
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load_file(path);
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}
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}
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void Sprite::load_file(fs::path path)
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{
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Game *game = get_root();
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SDL_Texture *texture = IMG_LoadTexture(game->renderer, path.string().c_str());
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if (not texture)
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{
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game->print_sdl_error("Could not load image");
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}
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else
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{
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add_frame(texture);
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}
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}
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void Sprite::add_frame(SDL_Texture* texture)
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{
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frames.push_back(texture);
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Frameset& all_frames_frameset = get_all_frames_frameset();
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all_frames_frameset.clear();
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for (int ii = 0; ii < frames.size(); ii++)
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{
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all_frames_frameset.add_frame_index(ii);
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}
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for (auto& member : framesets)
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{
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member.second.set_size();
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}
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update_size();
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}
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Frameset& Sprite::get_all_frames_frameset()
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{
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return framesets[get_configuration()["animation"]["all-frames-frameset-name"]];
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}
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Frameset& Sprite::add_frameset(std::string name)
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{
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if (framesets.find(name) == framesets.end())
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{
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framesets[name] = Frameset(this);
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}
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return framesets[name];
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}
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void Sprite::set_frameset(std::string name)
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{
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current_frameset_name = name;
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frame_animation.set_frame_length(get_current_frameset().get_frame_length());
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update_size();
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}
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Frameset& Sprite::get_current_frameset()
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{
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return framesets[current_frameset_name];
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}
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void Sprite::update_size()
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{
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box.set_size(get_current_frameset().get_size());
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}
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bool Sprite::is_loaded() const
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{
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return !frames.empty();
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}
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void Sprite::unload()
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{
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while (!frames.empty())
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{
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SDL_DestroyTexture(frames.back());
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frames.pop_back();
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}
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box.zero();
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}
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void Sprite::advance_frame()
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{
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get_current_frameset().step();
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}
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void Sprite::hide()
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{
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hidden = true;
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}
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void Sprite::unhide()
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{
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hidden = false;
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}
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void Sprite::toggle_hidden()
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{
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hidden = !hidden;
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}
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bool Sprite::is_hidden() const
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{
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return hidden;
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}
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void Sprite::set_step(glm::vec2 s)
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{
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step.x = s.x;
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step.y = s.y;
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}
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float Sprite::get_w() const
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{
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return box.get_w();
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}
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float Sprite::get_h() const
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{
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return box.get_h();
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}
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glm::vec2 Sprite::get_size() const
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{
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return box.get_size();
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}
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float Sprite::get_top() const
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{
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return box.get_top();
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}
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float Sprite::get_right() const
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{
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return box.get_right();
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}
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float Sprite::get_bottom() const
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{
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return box.get_bottom();
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}
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float Sprite::get_left() const
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{
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return box.get_left();
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}
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glm::vec2 Sprite::get_nw() const
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{
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return box.get_nw();
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}
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glm::vec2 Sprite::get_north() const
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{
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return box.get_north();
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}
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glm::vec2 Sprite::get_west() const
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{
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return box.get_west();
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}
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void Sprite::set_nw(const glm::vec2& nw)
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{
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box.set_nw(nw);
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}
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void Sprite::move(glm::vec2 delta, bool weighted)
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{
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Game *game = get_root();
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if (weighted)
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{
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delta = game->weight(delta);
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}
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box.move(delta);
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}
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void Sprite::update()
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{
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if (active)
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{
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move(step);
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frame_animation.update();
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blink_animation.update();
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if (is_loaded() && !is_hidden() && get_current_frameset().get_frame_count())
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{
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int index = get_current_frameset().get_current_frame_index();
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SDL_Texture* texture = frames[index];
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SDL_Renderer* renderer = get_root()->renderer;
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SDL_SetTextureAlphaMod(texture, alpha_mod);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_RenderCopyF(renderer, texture, NULL, box.get_rect());
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}
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}
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}
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Frameset::Frameset() : Frameset(NULL) {}
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Frameset::Frameset(Sprite* sprite) : sprite(sprite) {}
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void Frameset::add_frame_index(int index)
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{
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add_frame_indicies({index});
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}
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void Frameset::add_frame_indicies(const std::vector<int>& indicies)
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{
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order.insert(order.end(), indicies.begin(), indicies.end());
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}
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void Frameset::set_frame_length(float length)
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{
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frame_length = length;
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}
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float Frameset::get_frame_length() const
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{
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return frame_length;
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}
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void Frameset::reset()
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{
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current_index = 0;
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}
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void Frameset::clear()
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{
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order.clear();
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reset();
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}
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int Frameset::get_current_frame_index() const
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{
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return order[current_index];
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}
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glm::vec2 Frameset::measure() const
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{
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glm::vec2 s(0, 0);
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int w, h;
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for (int index : order)
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{
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if (index < sprite->frames.size())
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{
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SDL_QueryTexture(sprite->frames[index], NULL, NULL, &w, &h);
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s.x = std::max(static_cast<float>(w), s.x);
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s.y = std::max(static_cast<float>(h), s.y);
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}
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}
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return s;
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}
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void Frameset::set_size()
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{
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set_size(measure());
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}
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void Frameset::set_size(const glm::vec2& s)
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{
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size = s;
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}
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const glm::vec2& Frameset::get_size() const
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{
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return size;
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}
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void Frameset::step()
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{
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if (order.size() > 0)
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{
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increment_index();
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}
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}
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void Frameset::increment_index()
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{
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int increment;
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if (!reversed)
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{
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increment = 1;
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}
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else
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{
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increment = -1;
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}
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increment_index(increment);
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}
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void Frameset::increment_index(int increment)
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{
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current_index = (current_index + increment) % order.size();
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}
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int Frameset::get_frame_count() const
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{
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return order.size();
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}
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void Frameset::reverse()
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{
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reversed = !reversed;
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}
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