112 lines
1.7 KiB
C++
112 lines
1.7 KiB
C++
#include "..\e2daction.h"
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#include "..\e2dnode.h"
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e2d::Animate::Animate()
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: _frameIndex(0)
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, _animation(nullptr)
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{
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}
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e2d::Animate::Animate(Animation * animation)
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: _frameIndex(0)
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, _animation(nullptr)
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{
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this->setAnimation(animation);
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}
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e2d::Animate::~Animate()
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{
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GC::getInstance()->safeRelease(_animation);
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}
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e2d::Animation * e2d::Animate::getAnimation() const
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{
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return _animation;
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}
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void e2d::Animate::setAnimation(Animation * animation)
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{
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if (animation && animation != _animation)
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{
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if (_animation) _animation->release();
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_animation = animation;
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_animation->retain();
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}
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}
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void e2d::Animate::_init()
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{
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Action::_init();
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auto target = dynamic_cast<Sprite*>(_target);
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if (target && _animation)
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{
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target->open(_animation->getFrames()[_frameIndex]);
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++_frameIndex;
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}
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}
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void e2d::Animate::_update()
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{
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Action::_update();
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if (!_animation)
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{
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this->stop();
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return;
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}
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while ((Time::now() - _started).seconds() >= _animation->getInterval())
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{
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auto& frames = _animation->getFrames();
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auto target = dynamic_cast<Sprite*>(_target);
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if (target)
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{
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target->open(frames[_frameIndex]);
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}
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_started += Duration(_animation->getInterval());
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++_frameIndex;
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if (_frameIndex == frames.size())
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{
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this->stop();
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break;
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}
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}
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}
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void e2d::Animate::_resetTime()
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{
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Action::_resetTime();
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}
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void e2d::Animate::reset()
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{
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Action::reset();
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_frameIndex = 0;
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}
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e2d::Animate * e2d::Animate::clone() const
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{
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if (_animation)
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{
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return new (e2d::autorelease) Animate(_animation);
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}
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return nullptr;
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}
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e2d::Animate * e2d::Animate::reverse() const
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{
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if (_animation)
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{
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auto animation = _animation->reverse();
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if (animation)
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{
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return new (e2d::autorelease) Animate(animation);
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}
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}
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return nullptr;
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}
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