/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ // Based on code by omergilad. #include "gui/animation/Animation.h" namespace GUI { Animation::Animation() : _startTime(0), _duration(0), _finished(false), _finishOnEnd(true) { } Animation::~Animation() { } void Animation::start(long currentTime) { _finished = false; _startTime = currentTime; } void Animation::setDuration(long duration) { _duration = duration; } void Animation::update(Drawable *drawable, long currentTime) { float interpolation; if (currentTime < _startTime) { // If the start time is in the future, nothing changes - the interpolated value is 0 interpolation = 0; } else if (currentTime > _startTime + _duration) { // If the animation is finished, the interpolated value is 1 and the animation is marked as finished interpolation = 1; finishAnimation(); } else { // Calculate the interpolated value interpolation = (currentTime - _startTime) / (float) (_duration); } // Activate the interpolator if present if (_interpolator.get() != NULL) { interpolation = _interpolator->interpolate(interpolation); } updateInternal(drawable, interpolation); } void Animation::finishAnimation() { if (_finishOnEnd) { _finished = true; } } void Animation::updateInternal(Drawable *drawable, float interpolation) { // Default implementation } bool Animation::isFinished() const { return _finished; } bool Animation::isFinishOnEnd() const { return _finishOnEnd; } void Animation::setFinishOnEnd(bool finishOnEnd) { _finishOnEnd = finishOnEnd; } InterpolatorPtr Animation::getInterpolator() const { return _interpolator; } void Animation::setInterpolator(InterpolatorPtr interpolator) { _interpolator = interpolator; } } // End of namespace GUI