Magic_Game/core/actions/Animation.cpp

101 lines
1.6 KiB
C++

#include "..\e2daction.h"
e2d::Animation::Animation()
: interval_(1)
{
}
e2d::Animation::Animation(const Images& frames)
: interval_(1)
{
this->Add(frames);
}
e2d::Animation::Animation(float interval)
: interval_(interval)
{
}
e2d::Animation::Animation(float interval, const Images& frames)
: interval_(interval)
{
this->Add(frames);
}
e2d::Animation::~Animation()
{
for (const auto& frame : frames_)
{
GC::GetInstance()->SafeRelease(frame);
}
}
void e2d::Animation::SetInterval(float interval)
{
interval_ = std::max(interval, 0.f);
}
void e2d::Animation::Add(Image * frame)
{
WARN_IF(frame == nullptr, "Animation::Add failed, frame Is nullptr.");
if (frame)
{
frames_.push_back(frame);
frame->Retain();
}
}
void e2d::Animation::Add(const Images& frames)
{
for (const auto &image : frames)
{
this->Add(image);
}
}
float e2d::Animation::GetInterval() const
{
return interval_;
}
const e2d::Animation::Images& e2d::Animation::GetFrames() 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->GetFrames();
Images 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->GetInterval(), frames);
}