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334
source/core/rendering/surface_animated_sprite.cpp
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334
source/core/rendering/surface_animated_sprite.cpp
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#include "core/rendering/surface_animated_sprite.hpp"
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#include <cstddef> // Para size_t
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#include <fstream> // Para basic_ostream, basic_istream, operator<<, basic...
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#include <iostream> // Para cout, cerr
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#include <sstream> // Para basic_stringstream
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#include <stdexcept> // Para runtime_error
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#include <utility>
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#include "core/rendering/surface.hpp" // Para Surface
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#include "core/resources/resource_cache.hpp" // Para Resource
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#include "core/resources/resource_helper.hpp" // Para ResourceHelper
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#include "external/fkyaml_node.hpp" // Para fkyaml::node
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#include "utils/utils.hpp" // Para printWithDots
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// Helper: Convierte un nodo YAML de frames (array) a vector de SDL_FRect
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auto convertYAMLFramesToRects(const fkyaml::node& frames_node, float frame_width, float frame_height, int frames_per_row, int max_tiles) -> std::vector<SDL_FRect> {
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std::vector<SDL_FRect> frames;
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SDL_FRect rect = {0.0F, 0.0F, frame_width, frame_height};
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for (const auto& frame_index_node : frames_node) {
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const int NUM_TILE = frame_index_node.get_value<int>();
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if (NUM_TILE <= max_tiles) {
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rect.x = (NUM_TILE % frames_per_row) * frame_width;
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rect.y = (NUM_TILE / frames_per_row) * frame_height;
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frames.emplace_back(rect);
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}
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}
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return frames;
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}
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// Carga las animaciones desde un fichero YAML
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auto SurfaceAnimatedSprite::loadAnimationsFromYAML(const std::string& file_path, std::shared_ptr<Surface>& surface, float& frame_width, float& frame_height) -> std::vector<AnimationData> {
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std::vector<AnimationData> animations;
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// Extract filename for logging
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const std::string FILE_NAME = file_path.substr(file_path.find_last_of("\\/") + 1);
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try {
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// Load YAML file using ResourceHelper (supports both filesystem and pack)
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auto file_data = Resource::Helper::loadFile(file_path);
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if (file_data.empty()) {
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std::cerr << "Error: Unable to load animation file " << FILE_NAME << '\n';
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throw std::runtime_error("Animation file not found: " + file_path);
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}
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printWithDots("Animation : ", FILE_NAME, "[ LOADED ]");
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// Parse YAML from string
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std::string yaml_content(file_data.begin(), file_data.end());
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auto yaml = fkyaml::node::deserialize(yaml_content);
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// --- Parse global configuration ---
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if (yaml.contains("tileSetFile")) {
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auto tile_set_file = yaml["tileSetFile"].get_value<std::string>();
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surface = Resource::Cache::get()->getSurface(tile_set_file);
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}
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if (yaml.contains("frameWidth")) {
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frame_width = static_cast<float>(yaml["frameWidth"].get_value<int>());
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}
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if (yaml.contains("frameHeight")) {
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frame_height = static_cast<float>(yaml["frameHeight"].get_value<int>());
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}
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// Calculate sprite sheet parameters
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int frames_per_row = 1;
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int max_tiles = 1;
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if (surface) {
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frames_per_row = surface->getWidth() / static_cast<int>(frame_width);
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const int W = surface->getWidth() / static_cast<int>(frame_width);
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const int H = surface->getHeight() / static_cast<int>(frame_height);
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max_tiles = W * H;
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}
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// --- Parse animations array ---
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if (yaml.contains("animations") && yaml["animations"].is_sequence()) {
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const auto& animations_node = yaml["animations"];
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for (const auto& anim_node : animations_node) {
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AnimationData animation;
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// Parse animation name
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if (anim_node.contains("name")) {
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animation.name = anim_node["name"].get_value<std::string>();
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}
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// Parse speed (seconds per frame)
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if (anim_node.contains("speed")) {
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animation.speed = anim_node["speed"].get_value<float>();
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}
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// Parse loop frame index
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if (anim_node.contains("loop")) {
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animation.loop = anim_node["loop"].get_value<int>();
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}
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// Parse frames array
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if (anim_node.contains("frames") && anim_node["frames"].is_sequence()) {
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animation.frames = convertYAMLFramesToRects(
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anim_node["frames"],
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frame_width,
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frame_height,
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frames_per_row,
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max_tiles);
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}
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animations.push_back(animation);
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}
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}
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} catch (const fkyaml::exception& e) {
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std::cerr << "YAML parsing error in " << FILE_NAME << ": " << e.what() << '\n';
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throw;
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} catch (const std::exception& e) {
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std::cerr << "Error loading animation " << FILE_NAME << ": " << e.what() << '\n';
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throw;
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}
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return animations;
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}
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// Constructor con bytes YAML del cache (parsing lazy)
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SurfaceAnimatedSprite::SurfaceAnimatedSprite(const AnimationResource& cached_data) {
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// Parsear YAML desde los bytes cargados en cache
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std::string yaml_content(cached_data.yaml_data.begin(), cached_data.yaml_data.end());
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try {
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auto yaml = fkyaml::node::deserialize(yaml_content);
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// Variables para almacenar configuración global
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float frame_width = 0.0F;
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float frame_height = 0.0F;
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// --- Parse global configuration ---
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if (yaml.contains("tileSetFile")) {
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auto tile_set_file = yaml["tileSetFile"].get_value<std::string>();
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// Ahora SÍ podemos acceder al cache (ya está completamente cargado)
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surface_ = Resource::Cache::get()->getSurface(tile_set_file);
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}
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if (yaml.contains("frameWidth")) {
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frame_width = static_cast<float>(yaml["frameWidth"].get_value<int>());
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}
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if (yaml.contains("frameHeight")) {
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frame_height = static_cast<float>(yaml["frameHeight"].get_value<int>());
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}
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// Calculate sprite sheet parameters
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int frames_per_row = 1;
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int max_tiles = 1;
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if (surface_) {
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frames_per_row = surface_->getWidth() / static_cast<int>(frame_width);
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const int W = surface_->getWidth() / static_cast<int>(frame_width);
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const int H = surface_->getHeight() / static_cast<int>(frame_height);
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max_tiles = W * H;
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}
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// --- Parse animations array ---
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if (yaml.contains("animations") && yaml["animations"].is_sequence()) {
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const auto& animations_node = yaml["animations"];
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for (const auto& anim_node : animations_node) {
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AnimationData animation;
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// Parse animation name
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if (anim_node.contains("name")) {
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animation.name = anim_node["name"].get_value<std::string>();
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}
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// Parse speed (seconds per frame)
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if (anim_node.contains("speed")) {
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animation.speed = anim_node["speed"].get_value<float>();
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}
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// Parse loop frame index
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if (anim_node.contains("loop")) {
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animation.loop = anim_node["loop"].get_value<int>();
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}
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// Parse frames array
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if (anim_node.contains("frames") && anim_node["frames"].is_sequence()) {
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animation.frames = convertYAMLFramesToRects(
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anim_node["frames"],
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frame_width,
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frame_height,
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frames_per_row,
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max_tiles);
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}
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animations_.push_back(animation);
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}
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}
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// Set dimensions
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setWidth(frame_width);
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setHeight(frame_height);
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// Inicializar con la primera animación si existe
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if (!animations_.empty() && !animations_[0].frames.empty()) {
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setClip(animations_[0].frames[0]);
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}
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} catch (const fkyaml::exception& e) {
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std::cerr << "YAML parsing error in animation " << cached_data.name << ": " << e.what() << '\n';
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throw;
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} catch (const std::exception& e) {
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std::cerr << "Error loading animation " << cached_data.name << ": " << e.what() << '\n';
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throw;
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}
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}
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// Obtiene el indice de la animación a partir del nombre
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auto SurfaceAnimatedSprite::getIndex(const std::string& name) -> int {
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auto index = -1;
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for (const auto& a : animations_) {
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index++;
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if (a.name == name) {
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return index;
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}
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}
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std::cout << "** Warning: could not find \"" << name.c_str() << "\" animation" << '\n';
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return -1;
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}
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// Calcula el frame correspondiente a la animación (time-based)
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void SurfaceAnimatedSprite::animate(float delta_time) {
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if (animations_[current_animation_].speed <= 0.0F) {
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return;
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}
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// Acumula el tiempo transcurrido
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animations_[current_animation_].accumulated_time += delta_time;
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// Calcula el frame actual a partir del tiempo acumulado
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const int TARGET_FRAME = static_cast<int>(
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animations_[current_animation_].accumulated_time /
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animations_[current_animation_].speed);
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// Si alcanza el final de la animación, maneja el loop
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if (TARGET_FRAME >= static_cast<int>(animations_[current_animation_].frames.size())) {
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if (animations_[current_animation_].loop == -1) {
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// Si no hay loop, congela en el último frame
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animations_[current_animation_].current_frame =
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static_cast<int>(animations_[current_animation_].frames.size()) - 1;
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animations_[current_animation_].completed = true;
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// Establece el clip del último frame
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if (animations_[current_animation_].current_frame >= 0) {
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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} else {
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// Si hay loop, vuelve al frame indicado
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animations_[current_animation_].accumulated_time =
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static_cast<float>(animations_[current_animation_].loop) *
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animations_[current_animation_].speed;
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animations_[current_animation_].current_frame = animations_[current_animation_].loop;
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// Establece el clip del frame de loop
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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} else {
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// Actualiza el frame actual
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animations_[current_animation_].current_frame = TARGET_FRAME;
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// Establece el clip del frame actual
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if (animations_[current_animation_].current_frame >= 0 &&
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animations_[current_animation_].current_frame <
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static_cast<int>(animations_[current_animation_].frames.size())) {
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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}
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}
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// Comprueba si ha terminado la animación
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auto SurfaceAnimatedSprite::animationIsCompleted() -> bool {
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return animations_[current_animation_].completed;
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}
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// Establece la animacion actual
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void SurfaceAnimatedSprite::setCurrentAnimation(const std::string& name) {
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const auto NEW_ANIMATION = getIndex(name);
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if (current_animation_ != NEW_ANIMATION) {
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current_animation_ = NEW_ANIMATION;
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].accumulated_time = 0.0F;
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animations_[current_animation_].completed = false;
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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}
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// Establece la animacion actual
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void SurfaceAnimatedSprite::setCurrentAnimation(int index) {
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const auto NEW_ANIMATION = index;
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if (current_animation_ != NEW_ANIMATION) {
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current_animation_ = NEW_ANIMATION;
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].accumulated_time = 0.0F;
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animations_[current_animation_].completed = false;
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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}
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// Actualiza las variables del objeto (time-based)
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void SurfaceAnimatedSprite::update(float delta_time) {
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animate(delta_time);
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SurfaceMovingSprite::update(delta_time);
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}
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// Reinicia la animación
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void SurfaceAnimatedSprite::resetAnimation() {
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].accumulated_time = 0.0F;
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animations_[current_animation_].completed = false;
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}
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// Establece el frame actual de la animación
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void SurfaceAnimatedSprite::setCurrentAnimationFrame(int num) {
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// Descarta valores fuera de rango
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if (num < 0 || num >= static_cast<int>(animations_[current_animation_].frames.size())) {
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num = 0;
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}
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// Cambia el valor de la variable
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animations_[current_animation_].current_frame = num;
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// Escoge el frame correspondiente de la animación
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setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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}
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