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(float interval)
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: _interval(interval)
{
}
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e2d::Animation::Animation(float interval, const std::vector<Image*>& frames)
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: _interval(interval)
{
this->add(frames);
}
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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}
void e2d::Animation::add(Image * frame)
{
if (frame)
{
_frames.push_back(frame);
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frame->retain();
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}
}
void e2d::Animation::add(const std::vector<Image*>& frames)
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{
for (const auto &image : frames)
{
this->add(image);
}
}
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float e2d::Animation::getInterval() const
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{
return _interval;
}
const std::vector<e2d::Image*>& e2d::Animation::getFrames() const
{
return _frames;
}
e2d::Animation * e2d::Animation::clone() const
{
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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{
animation->add(frame);
}
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}
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return animation;
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}
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e2d::Animation * e2d::Animation::reverse() const
{
auto& oldFrames = this->getFrames();
std::vector<Image*> frames(oldFrames.size());
if (!oldFrames.empty())
{
for (auto iter = oldFrames.crbegin(),
iterCrend = oldFrames.crend();
iter != iterCrend;
++iter)
{
Image* frame = *iter;
if (frame)
{
frames.push_back(frame);
}
}
}
return new (e2d::autorelease) Animation(this->getInterval(), frames);
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}