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										 |  |  | // Copyright (c) 2016-2018 Easy2D - Nomango
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							|  |  |  | // 
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							|  |  |  | // Permission is hereby granted, free of charge, to any person obtaining a copy
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							|  |  |  | // of this software and associated documentation files (the "Software"), to deal
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							|  |  |  | // in the Software without restriction, including without limitation the rights
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							|  |  |  | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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							|  |  |  | // copies of the Software, and to permit persons to whom the Software is
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							|  |  |  | // furnished to do so, subject to the following conditions:
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							|  |  |  | // 
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							|  |  |  | // The above copyright notice and this permission notice shall be included in
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							|  |  |  | // all copies or substantial portions of the Software.
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							|  |  |  | // 
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							|  |  |  | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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							|  |  |  | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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							|  |  |  | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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							|  |  |  | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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							|  |  |  | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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							|  |  |  | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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							|  |  |  | // THE SOFTWARE.
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										 |  |  | #include "..\e2daction.h"
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										 |  |  | #include "..\e2dobject.h"
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										 |  |  | easy2d::Animate::Animate()  | 
					
						
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										 |  |  | 	: frame_index_(0) | 
					
						
							|  |  |  | 	, animation_(nullptr) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | easy2d::Animate::Animate(Animation * animation) | 
					
						
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										 |  |  | 	: frame_index_(0) | 
					
						
							|  |  |  | 	, animation_(nullptr) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	this->SetAnimation(animation); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | easy2d::Animate::~Animate() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	SafeRelease(animation_); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | easy2d::Animation * easy2d::Animate::GetAnimation() const | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	return animation_; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void easy2d::Animate::SetAnimation(Animation * animation) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	if (animation && animation != animation_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		if (animation_) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			animation_->Release(); | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 		animation_ = animation; | 
					
						
							|  |  |  | 		animation_->Retain(); | 
					
						
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										 |  |  | 		frame_index_ = 0; | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void easy2d::Animate::Init() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Action::Init(); | 
					
						
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										 |  |  | 	auto target = dynamic_cast<Sprite*>(target_); | 
					
						
							|  |  |  | 	if (target && animation_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		target->Load(animation_->GetFrames()[frame_index_]); | 
					
						
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										 |  |  | 		++frame_index_; | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void easy2d::Animate::Update() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Action::Update(); | 
					
						
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										 |  |  | 	if (!animation_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		this->Stop(); | 
					
						
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										 |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	while ((Time::Now() - started_).Seconds() >= animation_->GetInterval()) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		auto& frames = animation_->GetFrames(); | 
					
						
							|  |  |  | 		auto target = dynamic_cast<Sprite*>(target_); | 
					
						
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							|  |  |  | 		if (target) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  | 			target->Load(frames[frame_index_]); | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		started_ += Duration::Second * animation_->GetInterval(); | 
					
						
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										 |  |  | 		++frame_index_; | 
					
						
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										 |  |  | 		if (frame_index_ == frames.size()) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			this->Stop(); | 
					
						
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										 |  |  | 			break; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void easy2d::Animate::ResetTime() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Action::ResetTime(); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void easy2d::Animate::Reset() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Action::Reset(); | 
					
						
							|  |  |  | 	frame_index_ = 0; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | easy2d::Animate * easy2d::Animate::Clone() const | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	if (animation_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		return new Animate(animation_); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	return nullptr; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | easy2d::Animate * easy2d::Animate::Reverse() const | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	if (animation_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		auto animation = animation_->Reverse(); | 
					
						
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										 |  |  | 		if (animation) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  | 			return new Animate(animation); | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	return nullptr; | 
					
						
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										 |  |  | } |