Magic_Game/core/base/Animation.h

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// Copyright (c) 2016-2018 Easy2D - 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
#include "Action.h"
#include "Image.h"
namespace easy2d
{
// ֡<><D6A1><EFBFBD><EFBFBD>
class Animation
: public RefCounter
{
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E2D_DISABLE_COPY(Animation);
public:
typedef std::vector<Image*> Images;
Animation();
explicit Animation(
const Images& frames /* <20>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD> */
);
explicit Animation(
float interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
explicit Animation(
float interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
const Images& frames /* <20>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD> */
);
virtual ~Animation();
// <20><><EFBFBD>ӹؼ<D3B9>֡
void Add(
Image * frame /* <20>ؼ<EFBFBD>֡ */
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ؼ<EFBFBD>֡
void Add(
const Images& frames /* <20>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD> */
);
// <20><>ȡ֡<C8A1><D6A1><EFBFBD><EFBFBD>
float GetInterval() const;
// <20><>ȡ<EFBFBD>ؼ<EFBFBD>֡
const Images& GetFrames() const;
// <20><><EFBFBD><EFBFBD>ÿһ֡<D2BB><D6A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetInterval(
float interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><>ȡ֡<C8A1><D6A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Animation * Clone() const;
// <20><>ȡ֡<C8A1><D6A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
Animation * Reverse() const;
protected:
float interval_;
Images frames_;
};
// <20><><EFBFBD><EFBFBD><E9B6AF>
class Animate
: public Action
{
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E2D_DISABLE_COPY(Animate);
public:
Animate();
explicit Animate(
Animation * animation
);
virtual ~Animate();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
virtual Animation * GetAnimation() const;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void SetAnimation(
Animation * animation
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Animate * Clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Animate * Reverse() const override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void Reset() override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void Initialize() override;
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void Update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void ResetTime() override;
protected:
UINT frame_index_;
Animation * animation_;
};
}