226 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			226 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
// Copyright (c) 2016-2018 Easy2D - Nomango
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// 
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// 
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// 
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#include "Animation.h"
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#include "Image.h"
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#include "Sprite.h"
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#include "logs.h"
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namespace easy2d
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{
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	//-------------------------------------------------------
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	// Animate
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	//-------------------------------------------------------
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	Animate::Animate()
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		: frame_index_(0)
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		, animation_(nullptr)
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	{
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	}
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	Animate::Animate(spAnimation const& animation)
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		: frame_index_(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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	Animate::~Animate()
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	{
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	}
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	spAnimation Animate::GetAnimation() const
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	{
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		return animation_;
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	}
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	void Animate::SetAnimation(spAnimation const& animation)
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	{
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		if (animation && animation != animation_)
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		{
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			animation_ = animation;
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			frame_index_ = 0;
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		}
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	}
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	void Animate::Init(Node* target)
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	{
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		Action::Init(target);
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		auto sprite_target = dynamic_cast<Sprite*>(target);
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		if (sprite_target && animation_)
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		{
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			sprite_target->Load(animation_->GetFrames()[frame_index_]);
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			++frame_index_;
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		}
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	}
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	void Animate::Update(Node* target, Duration const& dt)
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	{
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		Action::Update(target, dt);
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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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		delta_ += dt;
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		while (delta_ >= animation_->GetInterval())
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		{
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			auto& frames = animation_->GetFrames();
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			auto sprite_target = dynamic_cast<Sprite*>(target);
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			if (sprite_target)
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			{
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				sprite_target->Load(frames[frame_index_]);
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			}
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			delta_ -= animation_->GetInterval();
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			++frame_index_;
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			if (frame_index_ == 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 Animate::Reset()
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	{
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		Action::Reset();
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		frame_index_ = 0;
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	}
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	spAction Animate::Clone() const
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	{
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		if (animation_)
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		{
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			return new (std::nothrow) Animate(animation_);
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		}
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		return nullptr;
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	}
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	spAction 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 (std::nothrow) Animate(animation);
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			}
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		}
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		return nullptr;
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	}
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	//-------------------------------------------------------
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	// Animation
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	//-------------------------------------------------------
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	Animation::Animation()
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		: interval_(1)
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	{
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	}
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	Animation::Animation(const Images& frames)
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		: interval_(1)
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	{
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		this->Add(frames);
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	}
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	Animation::Animation(Duration const& interval)
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		: interval_(interval)
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	{
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	}
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	Animation::Animation(Duration const& interval, const Images& frames)
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		: interval_(interval)
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	{
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		this->Add(frames);
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	}
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	Animation::~Animation()
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	{
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	}
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	void Animation::SetInterval(Duration const& interval)
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	{
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		interval_ = interval;
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	}
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	void Animation::Add(spImage const& frame)
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	{
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		if (!frame)
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			logs::Warningln("Animation::Add failed, frame is nullptr.");
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		if (frame)
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		{
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			frames_.push_back(frame);
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		}
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	}
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	void Animation::Add(const Images& frames)
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	{
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		for (const auto &image : frames)
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		{
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			this->Add(image);
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		}
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	}
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	Duration const& Animation::GetInterval() const
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	{
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		return interval_;
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	}
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	Animation::Images const& Animation::GetFrames() const
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	{
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		return frames_;
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	}
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	spAnimation Animation::Clone() const
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	{
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		auto animation = new (std::nothrow) Animation(interval_);
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		if (animation)
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		{
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			for (const auto& frame : frames_)
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			{
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				animation->Add(frame);
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			}
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		}
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		return animation;
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	}
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	spAnimation Animation::Reverse() const
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	{
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		auto animation = new (std::nothrow) Animation(interval_);
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		if (!frames_.empty())
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		{
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			for (auto iter = frames_.crbegin(), crend = frames_.crend(); iter != crend; ++iter)
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			{
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				if (*iter)
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					animation->Add(*iter);
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			}
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		}
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		return animation;
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	}
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} |