21#include "../Animation/AnimationTypes.h"
60 void Update(
float deltaTime);
90 void OpenBank(
const std::string& filepath);
ComponentTypeID GetComponentTypeID_Static()
Main animation editor window.
void Toggle()
Toggle window visibility.
SDL_Window * m_separateWindow
char m_inputDescription[1024]
void RenderSpritesheetPanel()
char m_inputSpritesheetPath[512]
void ExportBankJSON(const std::string &filepath)
void RenderPropertiesPanel()
void RenderSeparateWindow()
std::string m_currentBankPath
bool PromptUnsavedChanges()
ImGuiContext * m_separateImGuiContext
void AutoDetectGrid(SpritesheetInfo &sheet)
void DestroySeparateWindow()
char m_inputSpritesheetId[256]
bool m_showOpenBankDialog
SDL_Renderer * m_separateRenderer
void RenderBankListPanel()
float m_previewFrameTimer
void RenderSequencePanel()
std::vector< std::string > ScanBankDirectory(const std::string &dirPath)
bool IsOpen() const
Check if window is open.
void UpdatePreview(float deltaTime)
Update preview animation (call every frame with deltaTime)
int m_selectedSpritesheetIndex
void Update(float deltaTime)
Update and render the editor window (separate window)
void RenderPreviewPanel()
void CreateSeparateWindow()
bool m_showAddSequenceDialog
void RemoveSpritesheet(int index)
void ImportBankJSON(const std::string &filepath)
void RenderPreviewFrame()
bool m_showAddSpritesheetDialog
void OpenBank(const std::string &filepath)
void Render()
Render the editor window.
void ProcessEvent(SDL_Event *event)
Process SDL events for the separate window.
int m_previewCurrentFrame
AnimationBank m_currentBank
void RemoveSequence(int index)
int m_selectedSequenceIndex
char m_inputSequenceName[256]
SDL_Texture * LoadSpritesheetTexture(const std::string &path)
Collection of animations for an entity with multi-spritesheet support.
Metadata for a single spritesheet within an animation bank.