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/*
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OneLoneCoder - Animate2D v1.00
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Handles animated Sprites efficiently
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2024 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Homepage: https://www.onelonecoder.com
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Author
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~~~~~~
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David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019, 2020, 2021, 2022
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*/
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#pragma once
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#include "olcUTIL_Geometry2D.h"
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#include "olcPixelGameEngine.h"
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namespace olc::utils::Animate2D
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{
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// This class rerpresents a valid "frame" of an animation. It could be from any image source, and
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// any location withing that image source. Once it's constructed, it's advised not to change it, as
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// this likely indicates a usage bug.
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//
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// "Sourceless" frames are valid too - this is useful if you have a particular animation set, but
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// want to apply it to a variety of sources, for example sprite maps with common layouts.
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class Frame
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{
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public:
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inline Frame(const olc::Renderable* gfxSource, const geom2d::rect<int32_t>& rectSource = { {0,0},{0,0} })
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: gfxImageSource(gfxSource), rectFrameSource(rectSource)
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{
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// If no source rectangle specified then use whole image source. Ignore in the event
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// that a frame is set up as source-less
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if(gfxSource && rectFrameSource.size.x == 0)
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rectFrameSource.size = gfxSource->Sprite()->Size();
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}
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inline const olc::Renderable* GetSourceImage() const
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{
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return gfxImageSource;
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}
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inline const geom2d::rect<int32_t>& GetSourceRect() const
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{
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return rectFrameSource;
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}
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private:
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const olc::Renderable* gfxImageSource;
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geom2d::rect<int32_t> rectFrameSource;
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};
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// Animation styles decide how the frames should be traversed in time
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enum class Style : uint8_t
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{
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Repeat, // Cycle through, go back to beginning
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OneShot, // Play once and suspend on final frame
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PingPong, // Traverse through forwards, then backwards
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Reverse, // Cycle through sequence backwards
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};
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class FrameSequence
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{
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public:
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Style m_nStyle;
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std::vector<Frame> m_vFrames;
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float m_fFrameDuration = 0.1f;
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float m_fFrameRate = 10.0f;
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// Constructs a sequence of frames with a duration and a traversal style
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inline FrameSequence(const float fFrameDuration = 0.1f, const Style nStyle = Style::Repeat)
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{
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m_fFrameDuration = fFrameDuration;
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m_fFrameRate = 1.0f / m_fFrameDuration;
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m_nStyle = nStyle;
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}
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// Adds a frame to this sequence
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inline void AddFrame(const Frame& frame)
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{
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m_vFrames.emplace_back(frame);
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}
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// Returns a Frame Object for a given time into an animation
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inline const Frame& GetFrame(const float fTime) const
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{
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return m_vFrames[ConvertTimeToFrame(fTime)];
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}
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// Returns the current frame of animation as a frame index.
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inline const size_t GetFrameIndex(const float fTime) const
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{
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return ConvertTimeToFrame(fTime);
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}
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// Returns how long a cycle of a full animation takes in seconds.
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inline const float GetTotalAnimationDuration()const{
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switch (m_nStyle)
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{
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case Style::Repeat:
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case Style::OneShot:
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return m_vFrames.size()*m_fFrameDuration;
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case Style::PingPong:
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case Style::Reverse: //These two require twice as much time (minus one frame) to complete a full animation cycle.
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return m_vFrames.size()*m_fFrameDuration*2.f-m_fFrameDuration;
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default:
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ERR(std::format("WARNING! Animation style {} was not found! THIS SHOULD NOT BE HAPPENING!",int(m_nStyle)));
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return 0.f;
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}
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}
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private:
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inline const size_t ConvertTimeToFrame(const float fTime) const
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{
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switch (m_nStyle)
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{
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case Style::Repeat:
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return size_t(fTime * m_fFrameRate) % m_vFrames.size();
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break;
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case Style::OneShot:
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return std::clamp(size_t(fTime * m_fFrameRate), size_t(0), m_vFrames.size() - 1);
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break;
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case Style::PingPong:{
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size_t frame=size_t(m_fFrameRate*fTime) % (m_vFrames.size()*size_t(2)-size_t(1));
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return frame>=m_vFrames.size()?m_vFrames.size()-frame%m_vFrames.size()-1:frame;
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}break;
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case Style::Reverse:
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return (m_vFrames.size() - 1) - (size_t(fTime * m_fFrameRate) % m_vFrames.size());
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break;
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}
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return 0;
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}
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};
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// A Animate2D::State is a lightweight token that can be attached to things
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// that are animated. Under normal circumstances, it is never updated manually
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struct AnimationState
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{
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private:
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size_t nIndex = 0;
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float fTime = 0.0f;
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template<typename StatesEnum>
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friend class Animation;
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};
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// Animation object holds a group of frame sequences and can mutate an AnimationState token
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template<typename StatesEnum>
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class Animation
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{
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public:
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Animation() = default;
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float mult = 1.f;
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StatesEnum currentStateName;
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inline bool ChangeState(AnimationState& state, const StatesEnum& sStateName, const float frameMult)
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{
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mult=frameMult;
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currentStateName=sStateName;
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return ChangeState(state,sStateName);
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}
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// Change an animation state token to a new state
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inline bool ChangeState(AnimationState& state, const StatesEnum& sStateName)
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{
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currentStateName=sStateName;
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size_t idx = m_mapStateIndices.at(sStateName);
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if (state.nIndex != idx)
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{
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state.fTime = 0.0f;
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state.nIndex = idx;
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return true;
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}
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return false;
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}
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// Update an animation state token
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inline void UpdateState(AnimationState& state, const float fElapsedTime) const
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{
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state.fTime = std::fmod(state.fTime+fElapsedTime*mult,1000);
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}
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public:
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// Retrieve the frame information for a given animation state
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inline const Frame& GetFrame(const AnimationState& state) const
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{
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return m_vSequences[state.nIndex].GetFrame(state.fTime);
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}
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inline const size_t GetFrameIndex(const AnimationState& state)const{
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return m_vSequences[state.nIndex].GetFrameIndex(state.fTime);
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}
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public:
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// Add a named Frame sequence as a state
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inline void AddState(const StatesEnum& sStateName, const FrameSequence& sequence)
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{
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m_vSequences.emplace_back(sequence);
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m_mapStateIndices[sStateName] = m_vSequences.size() - 1;
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}
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private:
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std::vector<FrameSequence> m_vSequences;
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std::unordered_map<StatesEnum, size_t> m_mapStateIndices;
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};
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}
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using namespace olc::utils;
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