Magic_Game/Kiwano/2d/Frames.cpp

95 lines
2.2 KiB
C++

// Copyright (c) 2016-2018 Kiwano - 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.
#include "Frames.h"
#include "Image.h"
#include "../base/logs.h"
namespace kiwano
{
Frames::Frames()
{
}
Frames::Frames(Array<ImagePtr> const& frames)
{
this->Add(frames);
}
Frames::~Frames()
{
}
void Frames::Add(ImagePtr const& frame)
{
KGE_ASSERT(frame && "Frames::Add failed, NULL pointer exception");
if (frame)
{
frames_.push_back(frame);
}
}
void Frames::Add(Array<ImagePtr> const& frames)
{
if (frames_.empty())
frames_ = frames;
else
{
frames_.reserve(frames_.size() + frames.size());
for (const auto& image : frames)
Add(image);
}
}
Array<ImagePtr> const& Frames::GetFrames() const
{
return frames_;
}
FramesPtr Frames::Clone() const
{
auto animation = new (std::nothrow) Frames;
if (animation)
{
for (const auto& frame : frames_)
{
animation->Add(frame);
}
}
return animation;
}
FramesPtr Frames::Reverse() const
{
auto animation = new (std::nothrow) Frames;
if (!frames_.empty())
{
for (auto iter = frames_.crbegin(), crend = frames_.crend(); iter != crend; ++iter)
{
if (*iter)
animation->Add(*iter);
}
}
return animation;
}
}