Magic_Game/Easy2D/Action/ActionFrames.cpp

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2017-10-19 00:50:04 +08:00
#include "..\eactions.h"
#include "..\Win\winbase.h"
e2d::ActionFrames::ActionFrames() :
m_nFrameIndex(0)
{
// ֡<><D6A1><EFBFBD><EFBFBD>Ĭ<EFBFBD><C4AC> .5s ˢ<><CBA2>һ<EFBFBD><D2BB>
setInterval(500);
}
e2d::ActionFrames::ActionFrames(LONGLONG frameDelay) :
m_nFrameIndex(0)
{
setInterval(frameDelay);
}
e2d::ActionFrames::~ActionFrames()
{
for (auto frame : m_vFrames)
{
frame->autoRelease();
frame->release();
}
}
void e2d::ActionFrames::_init()
{
EAction::_init();
// <20><>¼<EFBFBD><C2BC>ǰʱ<C7B0><CAB1>
m_nLast = GetNow();
}
void e2d::ActionFrames::_exec()
{
// <20>ж<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
while (GetInterval(m_nLast) > m_nAnimationInterval)
{
// <20><><EFBFBD>¼<EFBFBD>¼ʱ<C2BC><CAB1>
m_nLast += milliseconds(m_nAnimationInterval);
m_pTarget->setImage(m_vFrames[m_nFrameIndex]);
m_nFrameIndex++;
// <20>ж϶<D0B6><CFB6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
if (m_nFrameIndex == m_vFrames.size())
{
this->stop();
break;
}
}
}
void e2d::ActionFrames::_reset()
{
EAction::_reset();
m_nFrameIndex = 0;
// <20><>¼<EFBFBD><C2BC>ǰʱ<C7B0><CAB1>
m_nLast = steady_clock::now();
}
void e2d::ActionFrames::addFrame(Image * frame)
{
if (frame)
{
m_vFrames.push_back(frame);
frame->retain();
}
}
e2d::ActionFrames * e2d::ActionFrames::copy() const
{
auto a = new ActionFrames(this->m_nAnimationInterval);
for (auto f : m_vFrames)
{
a->addFrame(f);
}
return a;
}
e2d::ActionFrames * e2d::ActionFrames::reverse() const
{
auto a = this->copy();
a->m_vFrames.reserve(m_vFrames.size());
return a;
}