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moonfall/ActorPropertyAnimation.cpp

120 lines
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C++

/*
Moonfall Copyright (C) 2008 Alex Yatskov
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 3 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, see <http://www.gnu.org/licenses/>.
*/
#include "Pch.h"
#include "ActorPropertyAnimation.h"
#include "Animation.h"
#include "Surface.h"
#include "Actor.h"
ActorPropertyAnimation::ActorPropertyAnimation(Actor* owner) :
ActorPropertyTyped<ACTOR_PROPERTY_TYPE_ANIMATION>(owner)
{
}
void ActorPropertyAnimation::Render(const boost::shared_ptr<Surface>& target)
{
if (m_animation)
{
m_animation->Render(target);
}
}
void ActorPropertyAnimation::Update(float elapsed)
{
bool frameChanged = false;
if (m_animation)
{
const int frame = m_animation->GetFrame();
m_animation->Update(elapsed);
frameChanged = frame != m_animation->GetFrame();
}
if (frameChanged)
{
UpdateShapes();
}
}
void ActorPropertyAnimation::SetAnimation(const char* resource)
{
m_animation = System::LoadAnimation(resource);
UpdateShapes();
}
void ActorPropertyAnimation::PlayAnimation(bool loop)
{
if (m_animation)
{
m_animation->Play(loop);
}
}
bool ActorPropertyAnimation::IsAnimationPlaying() const
{
return m_animation && m_animation->IsPlaying();
}
void ActorPropertyAnimation::StopAnimation()
{
if (m_animation)
{
m_animation->Stop();
}
}
void ActorPropertyAnimation::RewindAnimation()
{
if (m_animation)
{
m_animation->Rewind();
}
}
void ActorPropertyAnimation::PauseAnimation()
{
if (m_animation)
{
m_animation->Pause();
}
}
Vector2i ActorPropertyAnimation::GetSize() const
{
return m_animation ? m_animation->GetSize() : Vector2i();
}
void ActorPropertyAnimation::UpdateShapes()
{
for (int i = 0; i < ACTOR_SHAPE_TYPE_COUNT; ++i)
{
GetOwner()->DisableShape(static_cast<ActorShapeType>(i));
}
if (!m_animation)
{
return;
}
const ActorShape* shapes = m_animation->GetShapes();
for (size_t i = 0; i < ACTOR_SHAPE_TYPE_COUNT; ++i)
{
GetOwner()->SetShape(static_cast<ActorShapeType>(i), shapes[i]);
}
}