Magic_Game/src/kiwano/2d/FrameSequence.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
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#include <kiwano/core/common.h>
#include <kiwano/core/time.h>
#include <kiwano/2d/Frame.h>
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namespace kiwano
{
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KGE_DECLARE_SMART_PTR(FrameSequence);
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡
*/
class KGE_API FrameSequence
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: public virtual ObjectBase
{
public:
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡
FrameSequence();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡
/// @param frames ͼ<><CDBC>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
explicit FrameSequence(Vector<FramePtr> const& frames);
virtual ~FrameSequence();
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/// \~chinese
/// @brief <20><><EFBFBD>ӹؼ<D3B9>֡
/// @param frame ͼ<><CDBC>֡
void AddFrame(FramePtr frame);
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/// \~chinese
/// @brief <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ؼ<EFBFBD>֡
/// @param frames ͼ<><CDBC>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
void AddFrames(Vector<FramePtr> const& frames);
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD>ؼ<EFBFBD>֡
/// @param index ͼ<><CDBC>֡<EFBFBD>±<EFBFBD>
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FramePtr GetFrame(size_t index) const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>йؼ<D0B9>֡
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Vector<FramePtr> const& GetFrames() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
size_t GetFramesCount() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>֡<EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
FrameSequencePtr Clone() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>֡<EFBFBD>ĵ<EFBFBD>ת
FrameSequencePtr Reverse() const;
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private:
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Vector<FramePtr> frames_;
};
}