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/* 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
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