package core:engine/animator
Index
Constants (0)
This section is empty.
Variables (0)
This section is empty.
Procedures (15)
- animate_image_change_color_transform
- animate_image_init
- animate_image_update_transform
- animate_image_update_transform_matrix_raw
- animate_player_next_frame
- animate_player_play
- animate_player_prev_frame
- animate_player_set_frame
- animate_player_stop
- animate_player_update
- ianimate_object_get_frame_cnt
- ianimate_object_next_frame
- ianimate_object_prev_frame
- ianimate_object_set_frame
- ianimate_object_update_frame
Procedure Groups (0)
This section is empty.
Types
animate_image ¶
animate_image :: struct { using _: ianimate_object, src: ^engine.texture_array, }
Animated image object structure for rendering animated textures
Extends ianimate_object with texture array source data
Related Procedures With Parameters
Procedures Through `using` From ianimate_object
Procedures Through `using` From iobject
animate_player ¶
animate_player :: struct { objs: []^ianimate_object, target_fps: f64, __playing_dt: f64, playing: bool, loop: bool, }
Animation player structure for managing multiple animated objects
Manages playback state, timing, and looping for a collection of animated objects
Related Procedures With Parameters
ianimate_object ¶
ianimate_object :: struct { using _: engine.itransform_object, frame: u32, frame_uniform: u8, }
Animated object structure that extends iobject with frame animation support
Contains frame information and uniform buffer for frame data
Related Procedures With Parameters
Procedures Through `using` From iobject
ianimate_object_vtable ¶
ianimate_object_vtable :: struct { using _: engine.iobject_vtable, get_frame_cnt: proc "contextless" (self: ^ianimate_object) -> u32, }
Related Procedures With Parameters
Constants
This section is empty.
Variables
This section is empty.
Procedures
animate_image_change_color_transform ¶
animate_image_change_color_transform :: proc(self: ^animate_image, colorTransform: ^engine.color_transform) {…}
animate_image_init ¶
animate_image_init :: proc(self: ^animate_image, src: ^engine.texture_array, colorTransform: ^engine.color_transform = nil, vtable: ^ianimate_object_vtable = nil) {…}
animate_image_update_transform ¶
animate_image_update_transform :: proc(self: ^animate_image, pos: [3]f32, rotation: f32, scale: [2]f32 = {1, 1}, pivot: [2]f32 = {0.0, 0.0}) {…}
animate_image_update_transform_matrix_raw ¶
animate_image_update_transform_matrix_raw :: proc(self: ^animate_image, _mat: matrix[4, 4]f32) {…}
animate_player_next_frame ¶
animate_player_next_frame :: proc(self: ^animate_player) {…}
Moves all objects to the next frame
Inputs:
self: Pointer to the animation player
Returns:
None
animate_player_play ¶
animate_player_play :: proc "contextless" (self: ^animate_player) {…}
Starts playing the animation
Inputs:
self: Pointer to the animation player
Returns:
None
animate_player_prev_frame ¶
animate_player_prev_frame :: proc(self: ^animate_player) {…}
Moves all objects to the previous frame
Inputs:
self: Pointer to the animation player
Returns:
None
animate_player_set_frame ¶
animate_player_set_frame :: proc(self: ^animate_player, _frame: u32) {…}
Sets the frame for all objects in the animation player
Inputs:
self: Pointer to the animation player
_frame: The frame number to set
Returns:
None
animate_player_stop ¶
animate_player_stop :: proc "contextless" (self: ^animate_player) {…}
Stops playing the animation
Inputs:
self: Pointer to the animation player
Returns:
None
animate_player_update ¶
animate_player_update :: proc(self: ^animate_player, _dt: f64) {…}
Updates the animation player with delta time
Inputs:
self: Pointer to the animation player
_dt: Delta time since last update
Returns:
None
ianimate_object_get_frame_cnt ¶
ianimate_object_get_frame_cnt :: proc "contextless" (self: ^ianimate_object) -> u32 {…}
Gets the total number of frames for the animated object
Inputs:
self: Pointer to the animated object
Returns:
The total number of frames
ianimate_object_next_frame ¶
ianimate_object_next_frame :: proc(self: ^ianimate_object) {…}
Advances to the next frame (wraps around if at the end)
Inputs:
self: Pointer to the animated object
Returns:
None
ianimate_object_prev_frame ¶
ianimate_object_prev_frame :: proc(self: ^ianimate_object) {…}
Moves to the previous frame (wraps around if at the beginning)
Inputs:
self: Pointer to the animated object
Returns:
None
ianimate_object_set_frame ¶
ianimate_object_set_frame :: proc(self: ^ianimate_object, _frame: u32) {…}
Sets the current frame for the animated object
Inputs:
self: Pointer to the animated object
_frame: The frame number to set (will be clamped to valid range)
Returns:
None
ianimate_object_update_frame ¶
ianimate_object_update_frame :: proc(self: ^ianimate_object) {…}
Updates the uniform buffer with the current frame data
Inputs:
self: Pointer to the animated object
Returns:
None
Procedure Groups
This section is empty.
Source Files
Generation Information
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