// 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 "Image.h" #include "Sprite.h" #include "logs.h" namespace easy2d { //------------------------------------------------------- // Animate //------------------------------------------------------- Animate::Animate() : frame_index_(0) , animation_(nullptr) { } Animate::Animate(spAnimation const& animation) : frame_index_(0) , animation_(nullptr) { this->SetAnimation(animation); } Animate::~Animate() { } spAnimation Animate::GetAnimation() const { return animation_; } void Animate::SetAnimation(spAnimation const& animation) { if (animation && animation != animation_) { animation_ = animation; frame_index_ = 0; } } void Animate::Init(Node* target) { Action::Init(target); auto sprite_target = dynamic_cast(target); if (sprite_target && animation_) { sprite_target->Load(animation_->GetFrames()[frame_index_]); ++frame_index_; } } void Animate::Update(Node* target, Duration const& dt) { Action::Update(target, dt); if (!animation_) { this->Stop(); return; } delta_ += dt; while (delta_ >= animation_->GetInterval()) { auto& frames = animation_->GetFrames(); auto sprite_target = dynamic_cast(target); if (sprite_target) { sprite_target->Load(frames[frame_index_]); } delta_ -= animation_->GetInterval(); ++frame_index_; if (frame_index_ == frames.size()) { this->Stop(); break; } } } void Animate::Reset() { Action::Reset(); frame_index_ = 0; } spAction Animate::Clone() const { if (animation_) { return new (std::nothrow) Animate(animation_); } return nullptr; } spAction Animate::Reverse() const { if (animation_) { auto animation = animation_->Reverse(); if (animation) { return new (std::nothrow) Animate(animation); } } return nullptr; } //------------------------------------------------------- // Animation //------------------------------------------------------- Animation::Animation() : interval_(1) { } Animation::Animation(const Images& frames) : interval_(1) { this->Add(frames); } Animation::Animation(Duration const& interval) : interval_(interval) { } Animation::Animation(Duration const& interval, const Images& frames) : interval_(interval) { this->Add(frames); } Animation::~Animation() { } void Animation::SetInterval(Duration const& interval) { interval_ = interval; } void Animation::Add(spImage const& frame) { if (!frame) logs::Warningln("Animation::Add failed, frame is nullptr."); if (frame) { frames_.push_back(frame); } } void Animation::Add(const Images& frames) { for (const auto &image : frames) { this->Add(image); } } Duration const& Animation::GetInterval() const { return interval_; } const Images& Animation::GetFrames() const { return frames_; } spAnimation Animation::Clone() const { auto animation = new (std::nothrow) Animation(interval_); if (animation) { for (const auto& frame : frames_) { animation->Add(frame); } } return animation; } spAnimation Animation::Reverse() const { auto animation = new (std::nothrow) Animation(interval_); if (!frames_.empty()) { for (auto iter = frames_.crbegin(), crend = frames_.crend(); iter != crend; ++iter) { if (*iter) animation->Add(*iter); } } return animation; } }