/************************************************************************ * 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. * ************************************************************************/ #ifndef UTIL_ANIMATION_H #define UTIL_ANIMATION_H #include #include "Functor.h" #include "log.h" namespace Util { /** 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 { 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; } inline const Status & get() const { return status; } inline const OnDone & getDone() const { return onDone; } void jumpToFrame(const uint16_t num, const Status andDo); void update(const uint32_t & nowTicks); typedef Loki::Functor CallbackType; void setCallback(CallbackType & cb) { callback = cb; } uint16_t currentFrame; uint16_t numFrames; uint32_t delay; protected: void flipFrame(bool forward); void isDone(); Status status; OnDone onDone; uint32_t lastChangeTicks; CallbackType callback; }; } #endif