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refactor: split up and move texture-related code into src/texture submodule
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72
src/texture/animated.rs
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72
src/texture/animated.rs
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//! This module provides a simple animation and atlas system for textures.
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use sdl2::{
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render::{Canvas, Texture},
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video::Window,
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};
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use crate::direction::Direction;
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use crate::texture::atlas::AtlasTexture;
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use crate::texture::FrameDrawn;
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/// An animated texture using a texture atlas.
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pub struct AnimatedAtlasTexture<'a> {
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pub atlas: AtlasTexture<'a>,
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pub ticks_per_frame: u32,
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pub ticker: u32,
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pub reversed: bool,
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pub paused: bool,
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}
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impl<'a> AnimatedAtlasTexture<'a> {
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pub fn new(
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texture: Texture<'a>,
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ticks_per_frame: u32,
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frame_count: u32,
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width: u32,
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height: u32,
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offset: Option<(i32, i32)>,
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) -> Self {
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AnimatedAtlasTexture {
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atlas: AtlasTexture::new(texture, frame_count, width, height, offset),
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ticks_per_frame,
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ticker: 0,
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reversed: false,
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paused: false,
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}
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}
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fn current_frame(&self) -> u32 {
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self.ticker / self.ticks_per_frame
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}
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/// Advances the animation by one tick, unless paused.
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pub fn tick(&mut self) {
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if self.paused {
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return;
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}
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if self.reversed {
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if self.ticker > 0 {
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self.ticker -= 1;
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}
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if self.ticker == 0 {
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self.reversed = !self.reversed;
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}
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} else {
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self.ticker += 1;
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if self.ticker + 1 == self.ticks_per_frame * self.atlas.frame_count {
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self.reversed = !self.reversed;
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}
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}
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}
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pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) {
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self.atlas.set_color_modulation(r, g, b);
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}
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}
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impl<'a> FrameDrawn for AnimatedAtlasTexture<'a> {
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fn render(&self, canvas: &mut Canvas<Window>, position: (i32, i32), direction: Direction, frame: Option<u32>) {
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let frame = frame.unwrap_or_else(|| self.current_frame());
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self.atlas.render(canvas, position, direction, Some(frame));
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}
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}
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