Magic_Game/core/base/Animation.cpp

223 lines
4.4 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.
#include "Animation.h"
#include "Image.h"
#include "Sprite.h"
namespace easy2d
{
//-------------------------------------------------------
// Animate
//-------------------------------------------------------
Animate::Animate()
: frame_index_(0)
, animation_(nullptr)
{
}
Animate::Animate(spAnimation const& animation)
: frame_index_(0)
, animation_(nullptr)
{
this->SetAnimation(animation);
}
Animate::~Animate()
{
}
spAnimation Animate::GetAnimation() const
{
return animation_;
}
void Animate::SetAnimation(spAnimation const& animation)
{
if (animation && animation != animation_)
{
animation_ = animation;
frame_index_ = 0;
}
}
void Animate::Init(Node* target)
{
Action::Init(target);
auto sprite_target = dynamic_cast<Sprite*>(target);
if (sprite_target && animation_)
{
sprite_target->Load(animation_->GetFrames()[frame_index_]);
++frame_index_;
}
}
void Animate::Update(Node* target, Duration const& dt)
{
Action::Update(target, dt);
if (!animation_)
{
this->Stop();
return;
}
delta_ += dt;
while (delta_ >= animation_->GetInterval())
{
auto& frames = animation_->GetFrames();
auto sprite_target = dynamic_cast<Sprite*>(target);
if (sprite_target)
{
sprite_target->Load(frames[frame_index_]);
}
delta_ -= animation_->GetInterval();
++frame_index_;
if (frame_index_ == frames.size())
{
this->Stop();
break;
}
}
}
void Animate::Reset()
{
Action::Reset();
frame_index_ = 0;
}
spAction Animate::Clone() const
{
if (animation_)
{
return new (std::nothrow) Animate(animation_);
}
return nullptr;
}
spAction Animate::Reverse() const
{
if (animation_)
{
auto animation = animation_->Reverse();
if (animation)
{
return new (std::nothrow) Animate(animation);
}
}
return nullptr;
}
//-------------------------------------------------------
// Animation
//-------------------------------------------------------
Animation::Animation()
: interval_(1)
{
}
Animation::Animation(const Images& frames)
: interval_(1)
{
this->Add(frames);
}
Animation::Animation(Duration const& interval)
: interval_(interval)
{
}
Animation::Animation(Duration const& interval, const Images& frames)
: interval_(interval)
{
this->Add(frames);
}
Animation::~Animation()
{
}
void Animation::SetInterval(Duration const& interval)
{
interval_ = interval;
}
void Animation::Add(spImage const& frame)
{
E2D_WARNING_IF(!frame, "Animation::Add failed, frame Is nullptr.");
if (frame)
{
frames_.push_back(frame);
}
}
void Animation::Add(const Images& frames)
{
for (const auto &image : frames)
{
this->Add(image);
}
}
Duration const& Animation::GetInterval() const
{
return interval_;
}
const Images& Animation::GetFrames() const
{
return frames_;
}
spAnimation Animation::Clone() const
{
auto animation = new (std::nothrow) Animation(interval_);
if (animation)
{
for (const auto& frame : frames_)
{
animation->Add(frame);
}
}
return animation;
}
spAnimation Animation::Reverse() const
{
auto animation = new (std::nothrow) Animation(interval_);
if (!frames_.empty())
{
for (auto iter = frames_.crbegin(), crend = frames_.crend(); iter != crend; ++iter)
{
if (*iter)
animation->Add(*iter);
}
}
return animation;
}
}