Magic_Game/core/actions/Animation.cpp

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#include "..\e2daction.h"
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e2d::Animation::Animation()
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: interval_(1)
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{
}
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e2d::Animation::Animation(const Images& frames)
: interval_(1)
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{
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this->Add(frames);
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}
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e2d::Animation::Animation(float interval)
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: interval_(interval)
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{
}
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e2d::Animation::Animation(float interval, const Images& frames)
: interval_(interval)
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{
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this->Add(frames);
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}
e2d::Animation::~Animation()
{
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for (const auto& frame : frames_)
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{
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GC::GetInstance()->SafeRelease(frame);
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}
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}
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void e2d::Animation::SetInterval(float interval)
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{
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interval_ = std::max(interval, 0.f);
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}
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void e2d::Animation::Add(Image * frame)
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{
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WARN_IF(frame == nullptr, "Animation::Add failed, frame Is nullptr.");
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if (frame)
{
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frames_.push_back(frame);
frame->Retain();
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}
}
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void e2d::Animation::Add(const Images& frames)
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{
for (const auto &image : frames)
{
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this->Add(image);
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}
}
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float e2d::Animation::GetInterval() const
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{
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return interval_;
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}
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const e2d::Animation::Images& e2d::Animation::GetFrames() const
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{
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return frames_;
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}
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e2d::Animation * e2d::Animation::Clone() const
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{
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auto animation = new (e2d::autorelease) Animation(interval_);
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if (animation)
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{
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for (const auto& frame : frames_)
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{
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animation->Add(frame);
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}
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}
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return animation;
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}
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e2d::Animation * e2d::Animation::Reverse() const
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{
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auto& oldFrames = this->GetFrames();
Images frames(oldFrames.size());
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if (!oldFrames.empty())
{
for (auto iter = oldFrames.crbegin(),
iterCrend = oldFrames.crend();
iter != iterCrend;
++iter)
{
Image* frame = *iter;
if (frame)
{
frames.push_back(frame);
}
}
}
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return new (e2d::autorelease) Animation(this->GetInterval(), frames);
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}