// Copyright (c) 2016-2018 Kiwano - 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 #include #include #include #include #include namespace kiwano { class Actor; class Animator; KGE_DECLARE_SMART_PTR(Animation); KGE_DECLARE_SMART_PTR(AnimationEventHandler); /** * \~chinese * \defgroup Animation 动画 */ /** * \addtogroup Animation * @{ */ /// \~chinese /// @brief 动画事件 enum class AnimationEvent { Started, ///< 动画开始 LoopDone, ///< 动画一次循环结束 Done, ///< 动画结束 }; /// \~chinese /// @brief 动画事件处理器 class KGE_API AnimationEventHandler : public RefObject { public: /// \~chinese /// @brief 处理动画事件 /// @param anim 动画对象 /// @param target 执行动画的对象 /// @param evt 动画事件 virtual void Handle(Animation* anim, Actor* target, AnimationEvent evt) = 0; /// \~chinese /// @brief 创建动画事件处理器 /// @param handler 处理动画事件回调函数 static AnimationEventHandlerPtr Create(const Function& handler); /// \~chinese /// @brief 创建动画事件处理器 /// @param evt 处理的动画事件 /// @param handler 处理动画事件回调函数 static AnimationEventHandlerPtr Create(AnimationEvent evt, const Function& handler); /// \~chinese /// @brief 创建Started动画事件处理器 /// @param handler 处理动画事件回调函数 static AnimationEventHandlerPtr HandleStarted(const Function& handler); /// \~chinese /// @brief 创建LoopDone动画事件处理器 /// @param handler 处理动画事件回调函数 static AnimationEventHandlerPtr HandleLoopDone(const Function& handler); /// \~chinese /// @brief 创建Done动画事件处理器 /// @param handler 处理动画事件回调函数 static AnimationEventHandlerPtr HandleDone(const Function& handler); }; /// \~chinese /// @brief 动画列表 typedef IntrusiveList AnimationList; /// \~chinese /// @brief 动画 class KGE_API Animation : public ObjectBase , public Cloneable , protected IntrusiveListValue { friend class Animator; friend class AnimationGroup; friend IntrusiveList; public: Animation(); virtual ~Animation(); /// \~chinese /// @brief 继续动画 void Resume(); /// \~chinese /// @brief 暂停动画 void Pause(); /// \~chinese /// @brief 停止动画 void Stop(); /// \~chinese /// @brief 设置动画延时 void SetDelay(Duration delay); /// \~chinese /// @brief 设置循环次数 /// @param loops 循环次数,-1 为永久循环 void SetLoops(int loops); /// \~chinese /// @brief 动画结束时移除目标角色 void RemoveTargetWhenDone(); /// \~chinese /// @brief 获取动画的倒转 virtual Animation* Reverse() const = 0; /// \~chinese /// @brief 获取动画的运行状态 bool IsRunning() const; /// \~chinese /// @brief 获取动画的循环次数 int GetLoops() const; /// \~chinese /// @brief 获取动画的延时 Duration GetDelay() const; /// \~chinese /// @brief 设置动画事件处理 void SetHandler(AnimationEventHandlerPtr handler); /// \~chinese /// @brief 获取动画事件处理 AnimationEventHandlerPtr GetHandler() const; protected: /// \~chinese /// @brief 初始化动画 virtual void Init(Actor* target); /// \~chinese /// @brief 更新动画 virtual void Update(Actor* target, Duration dt); /// \~chinese /// @brief 更新一个时间步 void UpdateStep(Actor* target, Duration dt); /// \~chinese /// @brief 完成动画 void Complete(Actor* target); /// \~chinese /// @brief 重置动画 void Reset(); /// \~chinese /// @brief 动画状态 enum class Status { NotStarted, ///< 未开始 Delayed, ///< 等待延时 Started, ///< 已开始 Done, ///< 已结束 Removeable ///< 可移除 }; /// \~chinese /// @brief 获取动画状态 Status GetStatus() const; /// \~chinese /// @brief 获取消逝时间 Duration GetElapsed() const; /// \~chinese /// @brief 获取完成的循环次数 int GetLoopsDone() const; /// \~chinese /// @brief 结束动画 void Done(); /// \~chinese /// @brief 是否已结束 bool IsDone() const; /// \~chinese /// @brief 是否可移除 bool IsRemoveable() const; /// \~chinese /// @brief 发出动画事件 void EmitEvent(Actor* target, AnimationEvent evt); /// \~chinese /// @brief 执行克隆 void DoClone(Animation* to) const; private: Status status_; bool running_; bool detach_target_; int loops_; int loops_done_; Duration delay_; Duration elapsed_; AnimationEventHandlerPtr handler_; }; /** @} */ inline void Animation::Resume() { running_ = true; } inline void Animation::Pause() { running_ = false; } inline void Animation::Stop() { Done(); } inline void Animation::SetDelay(Duration delay) { delay_ = delay; } inline void Animation::SetLoops(int loops) { loops_ = loops; } inline void Animation::RemoveTargetWhenDone() { detach_target_ = true; } inline void Animation::Done() { status_ = Status::Done; } inline Animation::Status Animation::GetStatus() const { return status_; } inline bool Animation::IsRunning() const { return running_; } inline bool Animation::IsDone() const { return status_ == Status::Done || status_ == Status::Removeable; } inline bool Animation::IsRemoveable() const { return status_ == Status::Removeable; } inline void Animation::EmitEvent(Actor* target, AnimationEvent evt) { if (handler_) { handler_->Handle(this, target, evt); } } inline int Animation::GetLoops() const { return loops_; } inline Duration Animation::GetDelay() const { return delay_; } inline void Animation::SetHandler(AnimationEventHandlerPtr handler) { handler_ = handler; } inline AnimationEventHandlerPtr Animation::GetHandler() const { return handler_; } inline Duration Animation::GetElapsed() const { return elapsed_; } inline int Animation::GetLoopsDone() const { return loops_done_; } } // namespace kiwano