// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see .
#include
namespace ia::iae
{
SpriteComponent::SpriteComponent(IN Node2D *node) : TextureComponent(node)
{
}
VOID SpriteComponent::Draw()
{
const auto &animFrame = m_currentAnimationState;
PositionOffset() = animFrame.Position;
ScaleOffset() = animFrame.Scale;
RotationOffset() = animFrame.Rotation;
ColorOverlay() = animFrame.ColorOverlay;
SetTexture(animFrame.Texture);
TextureComponent::Draw();
}
VOID SpriteComponent::DebugDraw()
{
TextureComponent::DebugDraw();
}
VOID SpriteComponent::Update()
{
TextureComponent::Update();
UpdateAnimation();
}
VOID SpriteComponent::FixedUpdate()
{
TextureComponent::FixedUpdate();
}
Handle SpriteComponent::AddAnimation(IN CONST Animation &animation)
{
if (animation.Keys.empty())
return INVALID_HANDLE;
m_animations.pushBack(animation);
if(m_animations.size() == 1)
ForceSetActiveAnimation(0);
return m_animations.size() - 1;
}
VOID SpriteComponent::SetActiveAnimation(IN Handle animation)
{
if (animation == m_activeAnimationHandle)
return;
ForceSetActiveAnimation(animation);
}
VOID SpriteComponent::ForceSetActiveAnimation(IN Handle animation)
{
IA_RELEASE_ASSERT((animation != INVALID_HANDLE) && (animation < m_animations.size()));
m_prevAnimationKeyFrameIndex = 0;
m_activeAnimation = m_animations[animation];
m_prevAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 0);
m_nextAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 1);
m_currentAnimationState = m_prevAnimationKeyFrame;
m_activeAnimationHandle = animation;
SetTexture(m_currentAnimationState.Texture);
}
VOID SpriteComponent::SetAnimationFrame(IN INT32 animation, IN INT32 frame)
{
m_activeAnimation = {};
m_currentAnimationState = m_animations[animation].Keys[frame];
}
VOID SpriteComponent::UpdateAnimation()
{
const auto keyCount = m_activeAnimation.Keys.size();
if (keyCount <= 1)
return;
if (m_currentAnimationState.ShouldInterpolate)
{
const auto t = m_timelinePosition / m_prevAnimationKeyFrame.Duration;
#define INTERP_PROPERTY(name) \
m_currentAnimationState.name = \
m_prevAnimationKeyFrame.name + (m_nextAnimationKeyFrame.name - m_prevAnimationKeyFrame.name) * t;
INTERP_PROPERTY(Position);
INTERP_PROPERTY(Rotation);
INTERP_PROPERTY(Scale);
INTERP_PROPERTY(ColorOverlay);
#undef INTERP_PROPERTY
}
if (m_timelinePosition >= m_prevAnimationKeyFrame.Duration)
{
m_prevAnimationKeyFrameIndex = (m_prevAnimationKeyFrameIndex + 1) % keyCount;
if (!m_prevAnimationKeyFrameIndex && !m_activeAnimation.ShouldLoop)
{
m_activeAnimation = {};
return;
}
m_prevAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 0);
m_nextAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 1);
m_currentAnimationState = m_prevAnimationKeyFrame;
m_timelinePosition = 0;
}
m_timelinePosition += Engine::GetFrameDeltaTime() * 1000;
}
SpriteComponent::AnimationKeyFrame SpriteComponent::GetKeyFrame(IN INT32 index)
{
return m_activeAnimation.Keys[index % m_activeAnimation.Keys.size()];
}
} // namespace ia::iae