120 lines
2.6 KiB
C++
120 lines
2.6 KiB
C++
/*
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Moonfall Copyright (C) 2008 Alex Yatskov
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Pch.h"
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#include "ActorPropertyAnimation.h"
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#include "Animation.h"
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#include "Surface.h"
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#include "Actor.h"
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ActorPropertyAnimation::ActorPropertyAnimation(Actor* owner) :
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ActorPropertyTyped<ACTOR_PROPERTY_TYPE_ANIMATION>(owner)
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{
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}
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void ActorPropertyAnimation::Render(const boost::shared_ptr<Surface>& target)
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{
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if (m_animation)
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{
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m_animation->Render(target);
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}
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}
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void ActorPropertyAnimation::Update(float elapsed)
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{
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bool frameChanged = false;
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if (m_animation)
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{
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const int frame = m_animation->GetFrame();
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m_animation->Update(elapsed);
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frameChanged = frame != m_animation->GetFrame();
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}
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if (frameChanged)
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{
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UpdateShapes();
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}
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}
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void ActorPropertyAnimation::SetAnimation(const char* resource)
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{
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m_animation = System::LoadAnimation(resource);
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UpdateShapes();
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}
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void ActorPropertyAnimation::PlayAnimation(bool loop)
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{
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if (m_animation)
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{
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m_animation->Play(loop);
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}
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}
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bool ActorPropertyAnimation::IsAnimationPlaying() const
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{
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return m_animation && m_animation->IsPlaying();
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}
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void ActorPropertyAnimation::StopAnimation()
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{
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if (m_animation)
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{
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m_animation->Stop();
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}
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}
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void ActorPropertyAnimation::RewindAnimation()
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{
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if (m_animation)
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{
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m_animation->Rewind();
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}
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}
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void ActorPropertyAnimation::PauseAnimation()
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{
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if (m_animation)
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{
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m_animation->Pause();
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}
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}
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Vector2i ActorPropertyAnimation::GetSize() const
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{
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return m_animation ? m_animation->GetSize() : Vector2i();
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}
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void ActorPropertyAnimation::UpdateShapes()
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{
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for (int i = 0; i < ACTOR_SHAPE_TYPE_COUNT; ++i)
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{
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GetOwner()->DisableShape(static_cast<ActorShapeType>(i));
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}
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if (!m_animation)
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{
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return;
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}
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const ActorShape* shapes = m_animation->GetShapes();
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for (size_t i = 0; i < ACTOR_SHAPE_TYPE_COUNT; ++i)
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{
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GetOwner()->SetShape(static_cast<ActorShapeType>(i), shapes[i]);
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}
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}
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