Magic_Game/core/Action/Animation.cpp

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#include "..\e2daction.h"
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e2d::Animation::Animation()
: _interval(1)
{
}
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e2d::Animation::Animation(const std::vector<Image*>& frames)
: _interval(1)
{
this->add(frames);
}
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e2d::Animation::Animation(double interval)
: _interval(interval)
{
}
e2d::Animation::Animation(double interval, const std::vector<Image*>& frames)
: _interval(interval)
{
this->add(frames);
}
e2d::Animation::~Animation()
{
}
void e2d::Animation::setInterval(double interval)
{
_interval = max(interval, 0);
}
void e2d::Animation::onDestroy()
{
for (auto frame : _frames)
{
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GC::release(frame);
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}
}
void e2d::Animation::add(Image * frame)
{
if (frame)
{
_frames.push_back(frame);
frame->retain();
}
}
void e2d::Animation::add(const std::vector<Image*>& frames)
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{
for (const auto &image : frames)
{
this->add(image);
}
}
double e2d::Animation::getInterval() const
{
return _interval;
}
const std::vector<e2d::Image*>& e2d::Animation::getFrames() const
{
return _frames;
}
e2d::Animation * e2d::Animation::clone() const
{
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auto animation = GC::create<Animation>(_interval);
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for (auto frame : _frames)
{
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animation->add(frame);
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}
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return animation;
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}