<commit_before>#include "animation.hpp"

#include <sf2/sf2.hpp>

namespace mo{
namespace renderer{

	struct Animation_frame_data{
		int row;
		float fps;
		int frames;
	};

	struct Animation_data{

		Animation_data(){}
		~Animation_data() = default;

		int frame_width;
		int frame_height;
		Texture_ptr texture;
		std::string texName;
		Animation_type currentAnim = Animation_type::idle;
		std::unordered_map<Animation_type, Animation_frame_data> animations;
	};

	sf2_enumDef(Animation_type,
		/*sf2_value(idle),
		sf2_value(moving),
		sf2_value(attack)*/
		sf2_value(idle),
		sf2_value(walking),
		sf2_value(attacking_melee),
		sf2_value(attacking_range),
		sf2_value(interacting),
		sf2_value(taking),
		sf2_value(change_weapon),
		sf2_value(damaged),
		sf2_value(healed),
		sf2_value(died),
		sf2_value(resurrected)
	)

	sf2_structDef(Animation_frame_data,
		sf2_member(row),
		sf2_member(fps),<commit_msg>Mapping Entity-States to Animation-Types for Animation Application<commit_after>#include "animation.hpp"

#include <sf2/sf2.hpp>

namespace mo{
namespace renderer{

	struct Animation_frame_data{
		int row;
		float fps;
		int frames;
	};

	struct Animation_data{

		Animation_data(){}
		~Animation_data() = default;

		int frame_width;
		int frame_height;
		Texture_ptr texture;
		std::string texName;
		Animation_type currentAnim = Animation_type::idle;
		std::unordered_map<Animation_type, Animation_frame_data> animations;
	};

	sf2_enumDef(Animation_type,
		sf2_value(idle),
		sf2_value(walking),
		sf2_value(attacking_melee),
		sf2_value(attacking_range),
		sf2_value(interacting),
		sf2_value(taking),
		sf2_value(change_weapon),
		sf2_value(damaged),
		sf2_value(healed),
		sf2_value(died),
		sf2_value(resurrected)
	)

	sf2_structDef(Animation_frame_data,
		sf2_member(row),
		sf2_member(fps),
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