138 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			2.8 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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| 
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| #include "..\e2daction.h"
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| #include "..\e2dobject.h"
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| 
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| namespace easy2d
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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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| 
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| 	Animate::Animate(Animation * 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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| 
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| 	Animate::~Animate()
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| 	{
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| 		SafeRelease(animation_);
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| 	}
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| 
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| 	Animation * Animate::GetAnimation() const
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| 	{
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| 		return animation_;
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| 	}
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| 
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| 	void 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_)
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| 			{
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| 				animation_->Release();
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| 			}
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| 			animation_ = animation;
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| 			animation_->Retain();
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| 			frame_index_ = 0;
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| 		}
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| 	}
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| 
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| 	void Animate::Init()
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| 	{
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| 		Action::Init();
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| 
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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->Load(animation_->GetFrames()[frame_index_]);
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| 			++frame_index_;
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| 		}
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| 	}
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| 
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| 	void Animate::Update()
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| 	{
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| 		Action::Update();
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| 
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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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| 
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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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| 
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| 			if (target)
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| 			{
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| 				target->Load(frames[frame_index_]);
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| 			}
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| 
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| 			started_ += Duration::Second * animation_->GetInterval();
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| 			++frame_index_;
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| 
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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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| 
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| 	void Animate::ResetTime()
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| 	{
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| 		Action::ResetTime();
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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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| 
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| 	Animate * Animate::Clone() const
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| 	{
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| 		if (animation_)
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| 		{
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| 			return new Animate(animation_);
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| 		}
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| 		return nullptr;
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| 	}
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| 
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| 	Animate * 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 Animate(animation);
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| 			}
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| 		}
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| 		return nullptr;
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| 	}
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| } |