// 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() : frame_index_(0) , frames_(nullptr) { } Animation::Animation(spFrames const& animation) : frame_index_(0) , frames_(nullptr) { this->SetAnimation(animation); } Animation::~Animation() { } spFrames Animation::GetAnimation() const { return frames_; } void Animation::SetAnimation(spFrames const& animation) { if (animation && animation != frames_) { frames_ = animation; frame_index_ = 0; } } void Animation::Init(Node* target) { Action::Init(target); auto sprite_target = dynamic_cast(target); if (sprite_target && frames_) { sprite_target->Load(frames_->GetFrames()[frame_index_]); ++frame_index_; } } void Animation::Update(Node* target, Duration const& dt) { Action::Update(target, dt); if (!frames_) { this->Stop(); return; } delta_ += dt; while (delta_ >= frames_->GetInterval()) { auto& frames = frames_->GetFrames(); auto sprite_target = dynamic_cast(target); if (sprite_target) { sprite_target->Load(frames[frame_index_]); } delta_ -= frames_->GetInterval(); ++frame_index_; if (frame_index_ == frames.size()) { this->Stop(); break; } } } void Animation::Reset() { Action::Reset(); frame_index_ = 0; } spAction Animation::Clone() const { if (frames_) { return new (std::nothrow) Animation(frames_); } return nullptr; } spAction Animation::Reverse() const { if (frames_) { auto animation = frames_->Reverse(); if (animation) { return new (std::nothrow) Animation(animation); } } return nullptr; } }