Magic_Game/core/base/Animation.h

131 lines
2.8 KiB
C++

// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "Action.hpp"
#include "Image.h"
namespace easy2d
{
// 帧动画
class Animation
: public RefCounter
{
E2D_DISABLE_COPY(Animation);
public:
Animation();
explicit Animation(
const Images& frames /* 关键帧数组 */
);
explicit Animation(
float interval /* 帧间隔(秒) */
);
explicit Animation(
float interval, /* 帧间隔(秒) */
const Images& frames /* 关键帧数组 */
);
virtual ~Animation();
// 添加关键帧
void Add(
spImage const& frame /* 关键帧 */
);
// 添加多个关键帧
void Add(
const Images& frames /* 关键帧数组 */
);
// 获取帧间隔
float GetInterval() const;
// 获取关键帧
const Images& GetFrames() const;
// 设置每一帧的时间间隔
void SetInterval(
float interval /* 帧间隔(秒) */
);
// 获取帧动画的拷贝对象
spAnimation Clone() const;
// 获取帧动画的倒转
spAnimation Reverse() const;
protected:
float interval_;
Images frames_;
};
// 精灵动作
class Animate
: public Action
{
E2D_DISABLE_COPY(Animate);
public:
Animate();
explicit Animate(
spAnimation const& animation
);
virtual ~Animate();
// 获取动画
spAnimation GetAnimation() const;
// 设置动画
void SetAnimation(
spAnimation const& animation
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override;
// 重置动作
virtual void Reset() override;
protected:
// 初始化动作
virtual void Init(Node* target) override;
// 更新动作
virtual void Update(Node* target) override;
// 重置动作时间
virtual void ResetTime() override;
protected:
UINT frame_index_;
spAnimation animation_;
};
}