// 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 "Sprite.h" namespace easy2d { //------------------------------------------------------- // Animate //------------------------------------------------------- Animate::Animate() : frame_index_(0) , animation_(nullptr) { } Animate::Animate(Animation * animation) : frame_index_(0) , animation_(nullptr) { this->SetAnimation(animation); } Animate::~Animate() { SafeRelease(animation_); } Animation * Animate::GetAnimation() const { return animation_; } void Animate::SetAnimation(Animation * animation) { if (animation && animation != animation_) { if (animation_) { animation_->Release(); } animation_ = animation; animation_->Retain(); frame_index_ = 0; } } void Animate::Initialize() { Action::Initialize(); auto target = dynamic_cast(target_); if (target && animation_) { target->Load(animation_->GetFrames()[frame_index_]); ++frame_index_; } } void Animate::Update() { Action::Update(); if (!animation_) { this->Stop(); return; } while ((time::Now() - started_).Seconds() >= animation_->GetInterval()) { auto& frames = animation_->GetFrames(); auto target = dynamic_cast(target_); if (target) { target->Load(frames[frame_index_]); } started_ += time::Second * animation_->GetInterval(); ++frame_index_; if (frame_index_ == frames.size()) { this->Stop(); break; } } } void Animate::ResetTime() { Action::ResetTime(); } void Animate::Reset() { Action::Reset(); frame_index_ = 0; } Animate * Animate::Clone() const { if (animation_) { return new Animate(animation_); } return nullptr; } Animate * Animate::Reverse() const { if (animation_) { auto animation = animation_->Reverse(); if (animation) { return new Animate(animation); } } return nullptr; } //------------------------------------------------------- // Animation //------------------------------------------------------- Animation::Animation() : interval_(1) { } Animation::Animation(const Images& frames) : interval_(1) { this->Add(frames); } Animation::Animation(float interval) : interval_(interval) { } Animation::Animation(float interval, const Images& frames) : interval_(interval) { this->Add(frames); } Animation::~Animation() { for (auto frame : frames_) { SafeRelease(frame); } } void Animation::SetInterval(float interval) { interval_ = std::max(interval, 0.f); } void Animation::Add(Image * frame) { E2D_WARNING_IF(frame == nullptr, "Animation::Add failed, frame Is nullptr."); if (frame) { frames_.push_back(frame); frame->Retain(); } } void Animation::Add(const Images& frames) { for (const auto &image : frames) { this->Add(image); } } float Animation::GetInterval() const { return interval_; } const Animation::Images& Animation::GetFrames() const { return frames_; } Animation * Animation::Clone() const { auto animation = new Animation(interval_); if (animation) { for (const auto& frame : frames_) { animation->Add(frame); } } return animation; } Animation * Animation::Reverse() const { auto& oldFrames = this->GetFrames(); Images frames(oldFrames.size()); if (!oldFrames.empty()) { for (auto iter = oldFrames.crbegin(), iterCrend = oldFrames.crend(); iter != iterCrend; ++iter) { Image* frame = *iter; if (frame) { frames.push_back(frame); } } } return new Animation(this->GetInterval(), frames); } }