/* Copyright (c) 2023 Alex Diener This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Alex Diener alex@ludobloom.com */ #ifndef __SpriteCollection_H__ #define __SpriteCollection_H__ #include "gamemath/Rect4i.h" #include "gamemath/Vector2i.h" #include "tileset/ImageCollection.h" #define SPRITE_COLLECTION_FORMAT_TYPE "sprite_collection" #define SPRITE_COLLECTION_FORMAT_VERSION 0 #define SPRITE_COLLECTION_ENTRY_COUNT_MAX 16384 #define SPRITE_FRAME_COUNT_MAX 2048 typedef uint32_t SpriteCollectionID; typedef uint32_t SpriteID; #define SPRITE_ID_NONE ((SpriteID) -1) typedef struct SpriteAnimationFrame { ImageID imageID; Vector2i offset; unsigned int duration; unsigned int imageIndex; // Runtime only; use SpriteCollection_resolveImageIndexes() to initialize } SpriteAnimationFrame; typedef struct Sprite { SpriteID identifier; char * name; Vector2i origin; unsigned int frameCount; SpriteAnimationFrame * frames; Rect4i totalBounds; // Runtime only; use SpriteCollection_calculateTotalBounds() or Sprite_calculateTotalBounds() (after imageIndex has been resolved) to initialize } Sprite; typedef struct SpriteCollection { SpriteCollectionID identifier; char * name; unsigned int spriteCount; Sprite * sprites; } SpriteCollection; SpriteCollection * SpriteCollection_create(SpriteCollectionID identifier, const char * name, unsigned int spriteCount, Sprite * sprites); SpriteCollection * SpriteCollection_copy(SpriteCollection * spriteCollection); void SpriteCollection_dispose(SpriteCollection * spriteCollection); SpriteCollection * SpriteCollection_deserializeMinimal(compat_type(DeserializationContext *) deserializationContext, uint16_t formatVersion); SpriteCollection * SpriteCollection_deserialize(compat_type(DeserializationContext *) deserializationContext); void SpriteCollection_serializeMinimal(SpriteCollection * spriteCollection, compat_type(SerializationContext *) serializationContext); void SpriteCollection_serialize(SpriteCollection * spriteCollection, compat_type(SerializationContext *) serializationContext); void SpriteCollection_resolveImageIndexes(SpriteCollection * spriteCollection, ImageCollection * imageCollection); void SpriteCollection_calculateTotalBounds(SpriteCollection * spriteCollection, ImageCollection * imageCollection); SpriteID SpriteCollection_getUnusedSpriteID(SpriteCollection * spriteCollection, SpriteID afterSpriteID); Sprite * SpriteCollection_getSprite(SpriteCollection * spriteCollection, SpriteID spriteID); unsigned int SpriteCollection_getSpriteIndex(SpriteCollection * spriteCollection, SpriteID spriteID); unsigned int SpriteCollection_getSpriteIndexWithName(SpriteCollection * spriteCollection, const char * spriteName); // Takes ownership of name and frames, if specified void SpriteCollection_addSprite(SpriteCollection * spriteCollection, Sprite sprite); void SpriteCollection_insertSprite(SpriteCollection * spriteCollection, unsigned int spriteIndex, Sprite sprite); void SpriteCollection_removeSpriteAtIndex(SpriteCollection * spriteCollection, unsigned int spriteIndex); void SpriteCollection_reorderSprite(SpriteCollection * spriteCollection, unsigned int fromIndex, unsigned int toIndex); Sprite Sprite_copy(Sprite * sprite); unsigned int Sprite_getTotalDuration(Sprite * sprite); SpriteAnimationFrame * Sprite_getFrameAtTime(Sprite * sprite, int frameTime, bool loop); unsigned int Sprite_getFrameIndexAtTime(Sprite * sprite, int frameTime, bool loop); void Sprite_addFrame(Sprite * sprite, SpriteAnimationFrame frame); void Sprite_insertFrame(Sprite * sprite, unsigned int frameIndex, SpriteAnimationFrame frame); void Sprite_removeFrameAtIndex(Sprite * sprite, unsigned int frameIndex); void Sprite_reorderFrame(Sprite * sprite, unsigned int fromIndex, unsigned int toIndex); void Sprite_calculateTotalBounds(Sprite * sprite, ImageCollection * imageCollection); #endif