Magic_Game/Easy2D/2d/Animation.cpp

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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.
#include "Animation.h"
#include "Frames.h"
#include "Image.h"
#include "Sprite.h"
namespace easy2d
{
Animation::Animation()
: frames_(nullptr)
{
}
Animation::Animation(Duration duration, FramesPtr const& animation, EaseFunc func)
: ActionTween(duration, func)
, frames_(nullptr)
{
this->SetFrames(animation);
}
Animation::~Animation()
{
}
FramesPtr Animation::GetFrames() const
{
return frames_;
}
void Animation::SetFrames(FramesPtr const& frames)
{
frames_ = frames;
}
void Animation::Init(NodePtr const& target)
{
if (!frames_ || frames_->GetFrames().empty())
{
Done();
return;
}
auto sprite_target = dynamic_cast<Sprite*>(target.Get());
if (sprite_target && frames_)
{
sprite_target->Load(frames_->GetFrames()[0]);
}
}
void Animation::UpdateTween(NodePtr const& target, float percent)
{
auto sprite_target = dynamic_cast<Sprite*>(target.Get());
E2D_ASSERT(sprite_target && "Animation only supports Sprites");
const auto& frames = frames_->GetFrames();
int size = frames.size();
int index = std::min(static_cast<int>(math::Floor(size * percent)), size - 1);
sprite_target->Load(frames[index]);
}
ActionPtr Animation::Clone() const
{
if (frames_)
{
return new (std::nothrow) Animation(dur_, frames_, ease_func_);
}
return nullptr;
}
ActionPtr Animation::Reverse() const
{
if (frames_)
{
FramesPtr frames = frames_->Reverse();
if (frames)
{
return new (std::nothrow) Animation(dur_, frames, ease_func_);
}
}
return nullptr;
}
}