vectozavr-shooter/engine/animation/Animatable.h

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2021-09-13 15:53:43 +03:00
//
// Created by Иван Ильин on 26.01.2021.
//
#ifndef ENGINE_ANIMATABLE_H
#define ENGINE_ANIMATABLE_H
#include <list>
#include "../Triangle.h"
//class Animation;
#include "Animation.h"
#include <iostream>
#include <functional>
// All _objects in 3dzavr that should be animated must inherit class Animatable:
class Animatable {
protected:
std::map<std::string, std::list<Animation*>> animations;
public:
Animatable() = default;
virtual ~Animatable() = default;
// All methods about animation begins with 'a_'
void a_translate(const std::string& listName,
const Point4D& t,
double duration = 1,
Animation::LoopOut looped = Animation::None,
Animation::InterpolationType interpolationType = Animation::bezier);
void a_translateToPoint(const std::string& listName,
const Point4D& point,
double duration = 1,
Animation::LoopOut looped = Animation::None,
Animation::InterpolationType interpolationType = Animation::bezier);
void a_rotate(const std::string& listName,
const Point4D& r,
double duration = 1,
Animation::LoopOut looped = Animation::None,
Animation::InterpolationType interpolationType = Animation::bezier);
void a_scale(const std::string& listName,
const Point4D& s,
double duration = 1,
Animation::LoopOut looped = Animation::None,
Animation::InterpolationType interpolationType = Animation::bezier);
void a_wait(const std::string& listName, double duration = 1);
void a_function(const std::string& listName,
std::function<void()> function,
int calls = 1,
double duration = 1,
Animation::LoopOut looped = Animation::None,
Animation::InterpolationType interpolationType = Animation::bezier);
void a_color(const std::string& listName,
const sf::Color& color,
double duration = 1,
Animation::LoopOut looped = Animation::None,
Animation::InterpolationType interpolationType = Animation::bezier);
void a_update();
void a_stopAllAnimations() { animations.clear(); }
void a_stopAnimationList(const std::string& name) { animations[name].clear(); }
[[nodiscard]] bool isInAnim() const {
for(auto& animList : animations)
if (!animList.second.empty())
return true;
return false;
}
[[nodiscard]] bool isInAnimList(const std::string& name) { return !animations[name].empty(); }
// methods to override:
// If you want to create new animation you can either add new virtual function here
// or override one of the following function:
[[nodiscard]] virtual Point4D position() const { return Point4D{}; }
[[nodiscard]] virtual Point4D angle() const { return Point4D{}; }
virtual void translate(const Point4D& dv) {}
virtual void rotate(const Point4D& r) {}
[[nodiscard]] virtual std::vector<Triangle>& triangles() { return *(std::vector<Triangle>*)(new std::vector<Triangle>()); }
virtual void setTriangles(const std::vector<Triangle>& tris) {}
[[nodiscard]] virtual sf::Color color() const {return sf::Color(); }
virtual void setColor(sf::Color c) { }
};
#endif //INC_3DZAVR_ANIMATABLE_H