Magic_Game/core/Action/Animation.cpp

104 lines
1.7 KiB
C++

#include "..\e2daction.h"
e2d::Animation::Animation()
: _interval(1)
{
}
e2d::Animation::Animation(const std::vector<Image*>& frames)
: _interval(1)
{
this->add(frames);
}
e2d::Animation::Animation(float interval)
: _interval(interval)
{
}
e2d::Animation::Animation(float interval, const std::vector<Image*>& frames)
: _interval(interval)
{
this->add(frames);
}
e2d::Animation::~Animation()
{
for (const auto& frame : _frames)
{
GC::instance()->safeRelease(frame);
}
}
e2d::Animation& e2d::Animation::interval(float interval)
{
_interval = std::max(interval, 0.f);
return *this;
}
e2d::Animation& e2d::Animation::add(Image * frame)
{
WARN_IF(frame == nullptr, "Animation::add failed, frame is nullptr.");
if (frame)
{
_frames.push_back(frame);
frame->retain();
}
return *this;
}
e2d::Animation& e2d::Animation::add(const std::vector<Image*>& frames)
{
for (const auto &image : frames)
{
this->add(image);
}
return *this;
}
float e2d::Animation::interval() const
{
return _interval;
}
const std::vector<e2d::Image*>& e2d::Animation::frames() const
{
return _frames;
}
e2d::Animation * e2d::Animation::clone() const
{
auto animation = new (e2d::autorelease) Animation(_interval);
if (animation)
{
for (const auto& frame : _frames)
{
animation->add(frame);
}
}
return animation;
}
e2d::Animation * e2d::Animation::reverse() const
{
auto& oldFrames = this->frames();
std::vector<Image*> 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 (e2d::autorelease) Animation(this->interval(), frames);
}