336 lines
7.3 KiB
C++
336 lines
7.3 KiB
C++
// Copyright (c) 2016-2018 Kiwano - 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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#pragma once
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#include <kiwano/core/Common.h>
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#include <kiwano/core/Cloneable.h>
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#include <kiwano/base/ObjectBase.h>
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#include <kiwano/core/Time.h>
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#include <kiwano/core/IntrusiveList.h>
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#include <kiwano/math/Math.h>
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namespace kiwano
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{
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class Actor;
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class Animator;
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KGE_DECLARE_SMART_PTR(Animation);
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KGE_DECLARE_SMART_PTR(AnimationEventHandler);
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/**
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* \~chinese
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* \defgroup Animation 动画
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*/
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/**
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* \addtogroup Animation
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* @{
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*/
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/// \~chinese
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/// @brief 动画事件
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enum class AnimationEvent
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{
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Started, ///< 动画开始
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LoopDone, ///< 动画一次循环结束
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Done, ///< 动画结束
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};
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/// \~chinese
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/// @brief 动画事件处理器
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class KGE_API AnimationEventHandler : public RefObject
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{
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public:
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/// \~chinese
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/// @brief 处理动画事件
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/// @param anim 动画对象
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/// @param target 执行动画的对象
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/// @param evt 动画事件
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virtual void Handle(Animation* anim, Actor* target, AnimationEvent evt) = 0;
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/// \~chinese
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/// @brief 创建动画事件处理器
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/// @param handler 处理动画事件回调函数
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static AnimationEventHandlerPtr Create(const Function<void(Animation*, Actor*, AnimationEvent)>& handler);
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/// \~chinese
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/// @brief 创建动画事件处理器
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/// @param evt 处理的动画事件
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/// @param handler 处理动画事件回调函数
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static AnimationEventHandlerPtr Create(AnimationEvent evt, const Function<void(Animation*, Actor*)>& handler);
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/// \~chinese
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/// @brief 创建Started动画事件处理器
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/// @param handler 处理动画事件回调函数
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static AnimationEventHandlerPtr HandleStarted(const Function<void(Animation*, Actor*)>& handler);
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/// \~chinese
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/// @brief 创建LoopDone动画事件处理器
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/// @param handler 处理动画事件回调函数
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static AnimationEventHandlerPtr HandleLoopDone(const Function<void(Animation*, Actor*)>& handler);
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/// \~chinese
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/// @brief 创建Done动画事件处理器
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/// @param handler 处理动画事件回调函数
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static AnimationEventHandlerPtr HandleDone(const Function<void(Animation*, Actor*)>& handler);
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};
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/// \~chinese
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/// @brief 动画列表
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typedef IntrusiveList<AnimationPtr> AnimationList;
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/// \~chinese
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/// @brief 动画
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class KGE_API Animation
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: public ObjectBase
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, public Cloneable<Animation>
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, protected IntrusiveListValue<AnimationPtr>
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{
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friend class Animator;
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friend class AnimationGroup;
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friend IntrusiveList<AnimationPtr>;
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public:
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Animation();
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virtual ~Animation();
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/// \~chinese
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/// @brief 继续动画
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void Resume();
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/// \~chinese
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/// @brief 暂停动画
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void Pause();
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/// \~chinese
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/// @brief 停止动画
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void Stop();
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/// \~chinese
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/// @brief 设置动画延时
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void SetDelay(Duration delay);
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/// \~chinese
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/// @brief 设置循环次数
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/// @param loops 循环次数,-1 为永久循环
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void SetLoops(int loops);
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/// \~chinese
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/// @brief 动画结束时移除目标角色
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void RemoveTargetWhenDone();
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/// \~chinese
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/// @brief 获取动画的倒转
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virtual Animation* Reverse() const = 0;
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/// \~chinese
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/// @brief 获取动画的运行状态
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bool IsRunning() const;
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/// \~chinese
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/// @brief 获取动画的循环次数
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int GetLoops() const;
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/// \~chinese
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/// @brief 获取动画的延时
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Duration GetDelay() const;
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/// \~chinese
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/// @brief 设置动画事件处理
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void SetHandler(AnimationEventHandlerPtr handler);
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/// \~chinese
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/// @brief 获取动画事件处理
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AnimationEventHandlerPtr GetHandler() const;
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protected:
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/// \~chinese
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/// @brief 初始化动画
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virtual void Init(Actor* target);
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/// \~chinese
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/// @brief 更新动画
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virtual void Update(Actor* target, Duration dt);
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/// \~chinese
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/// @brief 更新一个时间步
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void UpdateStep(Actor* target, Duration dt);
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/// \~chinese
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/// @brief 完成动画
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void Complete(Actor* target);
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/// \~chinese
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/// @brief 重置动画
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void Reset();
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/// \~chinese
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/// @brief 动画状态
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enum class Status
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{
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NotStarted, ///< 未开始
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Delayed, ///< 等待延时
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Started, ///< 已开始
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Done, ///< 已结束
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Removeable ///< 可移除
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};
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/// \~chinese
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/// @brief 获取动画状态
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Status GetStatus() const;
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/// \~chinese
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/// @brief 获取消逝时间
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Duration GetElapsed() const;
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/// \~chinese
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/// @brief 获取完成的循环次数
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int GetLoopsDone() const;
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/// \~chinese
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/// @brief 结束动画
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void Done();
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/// \~chinese
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/// @brief 是否已结束
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bool IsDone() const;
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/// \~chinese
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/// @brief 是否可移除
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bool IsRemoveable() const;
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/// \~chinese
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/// @brief 发出动画事件
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void EmitEvent(Actor* target, AnimationEvent evt);
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/// \~chinese
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/// @brief 执行克隆
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void DoClone(Animation* to) const;
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private:
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Status status_;
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bool running_;
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bool detach_target_;
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int loops_;
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int loops_done_;
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Duration delay_;
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Duration elapsed_;
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AnimationEventHandlerPtr handler_;
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};
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/** @} */
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inline void Animation::Resume()
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{
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running_ = true;
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}
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inline void Animation::Pause()
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{
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running_ = false;
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}
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inline void Animation::Stop()
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{
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Done();
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}
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inline void Animation::SetDelay(Duration delay)
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{
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delay_ = delay;
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}
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inline void Animation::SetLoops(int loops)
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{
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loops_ = loops;
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}
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inline void Animation::RemoveTargetWhenDone()
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{
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detach_target_ = true;
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}
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inline void Animation::Done()
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{
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status_ = Status::Done;
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}
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inline Animation::Status Animation::GetStatus() const
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{
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return status_;
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}
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inline bool Animation::IsRunning() const
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{
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return running_;
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}
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inline bool Animation::IsDone() const
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{
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return status_ == Status::Done || status_ == Status::Removeable;
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}
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inline bool Animation::IsRemoveable() const
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{
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return status_ == Status::Removeable;
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}
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inline void Animation::EmitEvent(Actor* target, AnimationEvent evt)
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{
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if (handler_)
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{
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handler_->Handle(this, target, evt);
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}
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}
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inline int Animation::GetLoops() const
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{
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return loops_;
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}
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inline Duration Animation::GetDelay() const
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{
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return delay_;
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}
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inline void Animation::SetHandler(AnimationEventHandlerPtr handler)
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{
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handler_ = handler;
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}
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inline AnimationEventHandlerPtr Animation::GetHandler() const
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{
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return handler_;
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}
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inline Duration Animation::GetElapsed() const
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{
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return elapsed_;
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}
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inline int Animation::GetLoopsDone() const
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{
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return loops_done_;
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}
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} // namespace kiwano
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