OpenGTA/util/animation.h

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/************************************************************************
* Copyright (c) 2005-2007 tok@openlinux.org.uk *
* *
* This software is provided as-is, without any express or implied *
* warranty. In no event will the authors be held liable for any *
* damages arising from the use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute *
* it freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must *
* not claim that you wrote the original software. If you use this *
* software in a product, an acknowledgment in the product documentation *
* would be appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must *
* not be misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source *
* distribution. *
************************************************************************/
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#ifndef UTIL_ANIMATION_H
#define UTIL_ANIMATION_H
#include <vector>
#include "Functor.h"
#include "log.h"
namespace Util {
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/** Capsules play-frames-in-sequence logic.
*
* This class only knows about the number of frames
* and the fps; it does have multiple flags that
* switch the behaviour whenever the 'last' frame is
* finished.
*/
class Animation {
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public:
typedef enum {
STOPPED = 0,
PLAY_FORWARD,
PLAY_BACKWARD
} Status;
typedef enum {
STOP = 0,
REVERSE,
LOOP,
FCALLBACK
} OnDone;
Animation(uint16_t numFrames, uint16_t fps);
Animation(const Animation & o);
inline const uint16_t & getCurrentFrameNumber() { return currentFrame; }
inline void set(const Status doThis, const OnDone done = STOP) { status = doThis; onDone = done; }
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inline const Status & get() const { return status; }
inline const OnDone & getDone() const { return onDone; }
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void jumpToFrame(const uint16_t num, const Status andDo);
void update(const uint32_t & nowTicks);
typedef Loki::Functor<void> CallbackType;
void setCallback(CallbackType & cb) { callback = cb; }
uint16_t currentFrame;
uint16_t numFrames;
uint32_t delay;
protected:
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void flipFrame(bool forward);
void isDone();
Status status;
OnDone onDone;
uint32_t lastChangeTicks;
CallbackType callback;
};
}
#endif