Files
projecte-2026/source/core/rendering/sprite/animated_sprite.cpp
T
JailDesigner 947bcceaf9 granera
motor de animacio
2026-04-08 08:45:35 +02:00

359 lines
14 KiB
C++

#include "core/rendering/sprite/animated_sprite.hpp"
#include <cmath> // Para std::fmod
#include <cstddef> // Para size_t
#include <fstream> // Para basic_ostream, basic_istream, operator<<, basic...
#include <iostream> // Para cout, cerr
#include <sstream> // Para basic_stringstream
#include <stdexcept> // Para runtime_error
#include <utility>
#include "core/rendering/surface.hpp" // Para Surface
#include "core/resources/resource_cache.hpp" // Para Resource
#include "core/resources/resource_helper.hpp" // Para ResourceHelper
#include "external/fkyaml_node.hpp" // Para fkyaml::node
#include "utils/utils.hpp" // Para printWithDots
// Helper: Convierte un nodo YAML de frames (array) a vector de SDL_FRect
auto convertYAMLFramesToRects(const fkyaml::node& frames_node, float frame_width, float frame_height, int frames_per_row, int max_tiles) -> std::vector<SDL_FRect> {
std::vector<SDL_FRect> frames;
SDL_FRect rect = {.x = 0.0F, .y = 0.0F, .w = frame_width, .h = frame_height};
for (const auto& frame_index_node : frames_node) {
const int NUM_TILE = frame_index_node.get_value<int>();
if (NUM_TILE <= max_tiles) {
rect.x = (NUM_TILE % frames_per_row) * frame_width;
rect.y = (NUM_TILE / frames_per_row) * frame_height;
frames.emplace_back(rect);
}
}
return frames;
}
// Carga las animaciones desde un fichero YAML
auto AnimatedSprite::loadAnimationsFromYAML(const std::string& file_path, std::shared_ptr<Surface>& surface, float& frame_width, float& frame_height) -> std::vector<AnimationData> { // NOLINT(readability-convert-member-functions-to-static)
std::vector<AnimationData> animations;
// Extract filename for logging
const std::string FILE_NAME = file_path.substr(file_path.find_last_of("\\/") + 1);
try {
// Load YAML file using ResourceHelper (supports both filesystem and pack)
auto file_data = Resource::Helper::loadFile(file_path);
if (file_data.empty()) {
std::cerr << "Error: Unable to load animation file " << FILE_NAME << '\n';
throw std::runtime_error("Animation file not found: " + file_path);
}
printWithDots("Animation : ", FILE_NAME, "[ LOADED ]");
// Parse YAML from string
std::string yaml_content(file_data.begin(), file_data.end());
auto yaml = fkyaml::node::deserialize(yaml_content);
// --- Parse global configuration ---
if (yaml.contains("tileSetFile")) {
auto tile_set_file = yaml["tileSetFile"].get_value<std::string>();
surface = Resource::Cache::get()->getSurface(tile_set_file);
}
if (yaml.contains("frameWidth")) {
frame_width = static_cast<float>(yaml["frameWidth"].get_value<int>());
}
if (yaml.contains("frameHeight")) {
frame_height = static_cast<float>(yaml["frameHeight"].get_value<int>());
}
// Calculate sprite sheet parameters
int frames_per_row = 1;
int max_tiles = 1;
if (surface) {
frames_per_row = surface->getWidth() / static_cast<int>(frame_width);
const int W = surface->getWidth() / static_cast<int>(frame_width);
const int H = surface->getHeight() / static_cast<int>(frame_height);
max_tiles = W * H;
}
// --- Parse animations array ---
if (yaml.contains("animations") && yaml["animations"].is_sequence()) {
const auto& animations_node = yaml["animations"];
for (const auto& anim_node : animations_node) {
AnimationData animation;
// Parse animation name
if (anim_node.contains("name")) {
animation.name = anim_node["name"].get_value<std::string>();
}
// Parse frames array (antes de speeds, para saber cuántos frames hay)
if (anim_node.contains("frames") && anim_node["frames"].is_sequence()) {
animation.frames = convertYAMLFramesToRects(
anim_node["frames"],
frame_width,
frame_height,
frames_per_row,
max_tiles);
}
// Parse speed: escalar (uniforme) o array (por frame)
if (anim_node.contains("speed")) {
const auto& speed_node = anim_node["speed"];
if (speed_node.is_sequence()) {
for (const auto& s : speed_node) {
animation.speeds.push_back(s.get_value<float>());
}
} else {
float spd = speed_node.get_value<float>();
if (spd > 0.0F) {
animation.speeds.assign(animation.frames.size(), spd);
}
}
}
// Parse loopFrom
if (anim_node.contains("loopFrom")) {
animation.loop_from = anim_node["loopFrom"].get_value<int>();
}
animations.push_back(animation);
}
}
} catch (const fkyaml::exception& e) {
std::cerr << "YAML parsing error in " << FILE_NAME << ": " << e.what() << '\n';
throw;
} catch (const std::exception& e) {
std::cerr << "Error loading animation " << FILE_NAME << ": " << e.what() << '\n';
throw;
}
return animations;
}
// Constructor con bytes YAML del cache (parsing lazy)
AnimatedSprite::AnimatedSprite(const AnimationResource& cached_data) {
// Parsear YAML desde los bytes cargados en cache
std::string yaml_content(cached_data.yaml_data.begin(), cached_data.yaml_data.end());
try {
auto yaml = fkyaml::node::deserialize(yaml_content);
// Variables para almacenar configuración global
float frame_width = 0.0F;
float frame_height = 0.0F;
// --- Parse global configuration ---
if (yaml.contains("tileSetFile")) {
auto tile_set_file = yaml["tileSetFile"].get_value<std::string>();
// Ahora SÍ podemos acceder al cache (ya está completamente cargado)
surface_ = Resource::Cache::get()->getSurface(tile_set_file);
}
if (yaml.contains("frameWidth")) {
frame_width = static_cast<float>(yaml["frameWidth"].get_value<int>());
}
if (yaml.contains("frameHeight")) {
frame_height = static_cast<float>(yaml["frameHeight"].get_value<int>());
}
// Calculate sprite sheet parameters
int frames_per_row = 1;
int max_tiles = 1;
if (surface_) {
frames_per_row = surface_->getWidth() / static_cast<int>(frame_width);
const int W = surface_->getWidth() / static_cast<int>(frame_width);
const int H = surface_->getHeight() / static_cast<int>(frame_height);
max_tiles = W * H;
}
// --- Parse animations array ---
if (yaml.contains("animations") && yaml["animations"].is_sequence()) {
const auto& animations_node = yaml["animations"];
for (const auto& anim_node : animations_node) {
AnimationData animation;
// Parse animation name
if (anim_node.contains("name")) {
animation.name = anim_node["name"].get_value<std::string>();
}
// Parse frames array (antes de speeds, para saber cuántos frames hay)
if (anim_node.contains("frames") && anim_node["frames"].is_sequence()) {
animation.frames = convertYAMLFramesToRects(
anim_node["frames"],
frame_width,
frame_height,
frames_per_row,
max_tiles);
}
// Parse speed: escalar (uniforme) o array (por frame)
if (anim_node.contains("speed")) {
const auto& speed_node = anim_node["speed"];
if (speed_node.is_sequence()) {
for (const auto& s : speed_node) {
animation.speeds.push_back(s.get_value<float>());
}
} else {
float spd = speed_node.get_value<float>();
if (spd > 0.0F) {
animation.speeds.assign(animation.frames.size(), spd);
}
}
}
// Parse loopFrom
if (anim_node.contains("loopFrom")) {
animation.loop_from = anim_node["loopFrom"].get_value<int>();
}
animations_.push_back(animation);
}
}
// Set dimensions
setWidth(frame_width);
setHeight(frame_height);
// Inicializar con la primera animación si existe
if (!animations_.empty() && !animations_[0].frames.empty()) {
setClip(animations_[0].frames[0]);
}
} catch (const fkyaml::exception& e) {
std::cerr << "YAML parsing error in animation " << cached_data.name << ": " << e.what() << '\n';
throw;
} catch (const std::exception& e) {
std::cerr << "Error loading animation " << cached_data.name << ": " << e.what() << '\n';
throw;
}
}
// Constructor per a subclasses amb surface directa (sense YAML)
AnimatedSprite::AnimatedSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
: MovingSprite(std::move(surface), pos) {
// animations_ queda buit (protegit per el guard de animate())
if (surface_) {
clip_ = {.x = 0, .y = 0, .w = surface_->getWidth(), .h = surface_->getHeight()};
}
}
// Obtiene el indice de la animación a partir del nombre
auto AnimatedSprite::getIndex(const std::string& name) -> int { // NOLINT(readability-convert-member-functions-to-static)
auto index = -1;
for (const auto& a : animations_) {
index++;
if (a.name == name) {
return index;
}
}
std::cout << "** Warning: could not find \"" << name.c_str() << "\" animation" << '\n';
return -1;
}
// Calcula el frame correspondiente a la animación (time-based)
void AnimatedSprite::animate(float delta_time) { // NOLINT(readability-convert-member-functions-to-static)
if (animations_.empty()) { return; }
auto& anim = animations_[current_animation_];
if (anim.speeds.empty()) { return; } // Animación estática
anim.accumulated_time += delta_time;
// Calcular duración total de la animación
float total = 0.0F;
for (auto s : anim.speeds) { total += s; }
// Si hemos superado la duración total, manejar loop o congelar
if (anim.accumulated_time >= total) {
if (anim.loop_from < 0) {
// Sin loop: congelar en el último frame
anim.current_frame = static_cast<int>(anim.frames.size()) - 1;
anim.completed = true;
setClip(anim.frames[anim.current_frame]);
return;
}
// Con loop: envolver el tiempo en el rango del loop
float loop_start = 0.0F;
for (int i = 0; i < anim.loop_from; ++i) { loop_start += anim.speeds[i]; }
float loop_len = total - loop_start;
anim.accumulated_time = loop_start + std::fmod(anim.accumulated_time - loop_start, loop_len);
}
// Buscar el frame correspondiente al tiempo acumulado
float cursor = 0.0F;
for (int i = 0; i < static_cast<int>(anim.frames.size()); ++i) {
cursor += anim.speeds[i];
if (anim.accumulated_time < cursor) {
anim.current_frame = i;
setClip(anim.frames[i]);
return;
}
}
// Seguridad: último frame
anim.current_frame = static_cast<int>(anim.frames.size()) - 1;
setClip(anim.frames[anim.current_frame]);
}
// Comprueba si ha terminado la animación
auto AnimatedSprite::animationIsCompleted() -> bool {
return animations_[current_animation_].completed;
}
// Establece la animacion actual
void AnimatedSprite::setCurrentAnimation(const std::string& name) {
const auto NEW_ANIMATION = getIndex(name);
if (current_animation_ != NEW_ANIMATION) {
current_animation_ = NEW_ANIMATION;
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].accumulated_time = 0.0F;
animations_[current_animation_].completed = false;
setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
}
}
// Establece la animacion actual
void AnimatedSprite::setCurrentAnimation(int index) {
const auto NEW_ANIMATION = index;
if (current_animation_ != NEW_ANIMATION) {
current_animation_ = NEW_ANIMATION;
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].accumulated_time = 0.0F;
animations_[current_animation_].completed = false;
setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
}
}
// Actualiza las variables del objeto (time-based)
void AnimatedSprite::update(float delta_time) {
animate(delta_time);
MovingSprite::update(delta_time);
}
// Reinicia la animación
void AnimatedSprite::resetAnimation() {
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].accumulated_time = 0.0F;
animations_[current_animation_].completed = false;
}
// Establece el frame actual de la animación
void AnimatedSprite::setCurrentAnimationFrame(int num) {
// Descarta valores fuera de rango
if (num < 0 || num >= static_cast<int>(animations_[current_animation_].frames.size())) {
num = 0;
}
// Cambia el valor de la variable
animations_[current_animation_].current_frame = num;
// Escoge el frame correspondiente de la animación
setClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
}