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diff --git a/util/gui/animation.cpp b/util/gui/animation.cpp
index eafbf723..c2f696ce 100644
--- a/util/gui/animation.cpp
+++ b/util/gui/animation.cpp
@@ -1,1233 +1,1254 @@
#include "animation.h"
#include <stdio.h>
#include <vector>
#include <math.h>
#include <sstream>
#include "util/token.h"
#include "util/graphics/bitmap.h"
#include "util/font.h"
#include "util/graphics/gradient.h"
#include "../debug.h"
#include "../funcs.h"
#include "../file-system.h"
+#include "../events.h"
#include "util/exceptions/load_exception.h"
using namespace std;
using namespace Gui;
// Temporary solution
static void renderSprite(const Graphics::Bitmap & bmp, const int x, const int y, const int alpha, const bool hflip, const bool vflip, const Graphics::Bitmap & work){
if (alpha != 255){
Graphics::Bitmap::transBlender( 0, 0, 0, alpha );
if (hflip && !vflip){
bmp.translucent().drawHFlip(x,y, work);
} else if (!hflip && vflip){
bmp.translucent().drawVFlip(x,y, work);
} else if (hflip && vflip){
bmp.translucent().drawHVFlip(x,y, work);
} else if (!hflip && !vflip){
bmp.translucent().draw(x,y, work);
}
} else {
if (hflip && !vflip){
bmp.drawHFlip(x,y, work);
} else if (!hflip && vflip){
bmp.drawVFlip(x,y, work);
} else if (hflip && vflip){
bmp.drawHVFlip(x,y, work);
} else if (!hflip && !vflip){
bmp.draw(x,y, work);
}
}
}
Element::Element(const Token * token):
time(50),
alpha(255){
if (token != NULL){
TokenView view = token->view();
while (view.hasMore()){
try{
const Token * tok;
view >> tok;
parseToken(tok);
} catch ( const TokenException & ex ) {
throw LoadException(__FILE__, __LINE__, ex, "Gui::Animation::Element parse error");
} catch ( const LoadException & ex ) {
throw ex;
}
}
}
}
Element::~Element(){
}
void Element::parseToken(const Token * token){
if (*token == "alpha"){
// get alpha
token->view() >> alpha;
} else if (*token == "offset"){
// Get the offset location it defaults to 0,0
double x=0, y=0;
try {
token->view() >> x >> y;
} catch (const TokenException & ex){
}
offset.set(x,y);
} else if (*token == "time"){
// time to display
token->view() >> time;
} else {
Global::debug( 3 ) << "Unhandled Gui::Animation::Element attribute: " << endl;
if (Global::getDebug() >= 3){
token->print(" ");
}
}
}
void Element::act(double xvel, double yvel){
scrollOffset.moveBy(xvel, yvel);
}
ImageFrame::ImageFrame(const Token *the_token, ImageMap &images, const string & baseDir):
Element(the_token),
bmp(NULL),
horizontalFlip(false),
verticalFlip(false){
/*
if (*the_token != "frame"){
throw LoadException(__FILE__, __LINE__, "Not an frame");
}
*/
/* The usual setup of an animation frame is
// use image -1 to not draw anything, it can be used to get a blinking effect
(frame (image NUM) (alpha NUM) (offset x y) (hflip 0|1) (vflip 0|1) (time NUM))
*/
TokenView view = the_token->view();
while (view.hasMore()){
try{
const Token * token;
view >> token;
parseToken(token, baseDir, images);
} catch ( const TokenException & ex ) {
throw LoadException(__FILE__, __LINE__, ex, "Menu animation parse error");
} catch ( const LoadException & ex ) {
throw ex;
}
}
}
void ImageFrame::parseToken(const Token * token, const string & baseDir, ImageMap & images){
if (*token == "image"){
// get the number
string maybeNumber;
token->view() >> maybeNumber;
if (Util::matchRegex(maybeNumber, Util::Regex("\\d+"))){
int num;
token->view() >> num;
if (images.find(num) == images.end()){
ostringstream out;
out << "No image for index " << num;
throw LoadException(__FILE__, __LINE__, out.str());
}
// now assign the bitmap
bmp = images[num];
} else {
bmp = Util::ReferenceCount<Graphics::Bitmap>(new Graphics::Bitmap(Storage::instance().find(Filesystem::RelativePath(baseDir + "/" + maybeNumber)).path()));
}
} else if (*token == "hflip"){
// horizontal flip
token->view() >> horizontalFlip;
} else if (*token == "vflip"){
// horizontal flip
token->view() >> verticalFlip;
} else {
Global::debug( 3 ) << "Unhandled Gui::Animation::ImageFrame attribute: "<<endl;
if (Global::getDebug() >= 3){
token->print(" ");
}
}
}
ImageFrame::ImageFrame(Util::ReferenceCount<Graphics::Bitmap> bmp):
Element(NULL),
bmp(bmp),
horizontalFlip(false),
verticalFlip(false){
time = -1;
}
ImageFrame::~ImageFrame(){
}
static bool closeFloat(double a, double b){
const double epsilon = 0.001;
return fabs(a-b) < epsilon;
}
void ImageFrame::act(double xvel, double yvel){
scrollOffset.moveBy(xvel, yvel);
if (bmp != NULL){
if (scrollOffset.getDistanceFromCenterX() >= bmp->getWidth()){
scrollOffset.setX(0);
} else if (scrollOffset.getDistanceFromCenterX() <= -(bmp->getWidth())){
scrollOffset.setX(0);
}
if (scrollOffset.getDistanceFromCenterY() >= bmp->getHeight()){
scrollOffset.setY(0);
} else if (scrollOffset.getDistanceFromCenterY() <= -(bmp->getHeight())){
scrollOffset.setY(0);
}
}
}
void ImageFrame::draw(const int xaxis, const int yaxis, const Graphics::Bitmap & work){
if (!bmp){
return;
}
if (!closeFloat(scrollOffset.getDistanceFromCenterX(), 0) || !closeFloat(scrollOffset.getDistanceFromCenterY(), 0)){
// Lets do some scrolling
// Graphics::Bitmap temp = Graphics::Bitmap::temporaryBitmap(bmp->getWidth(), bmp->getHeight());
//AnimationPoint loc;
AbsolutePoint loc;
if (scrollOffset.getRelativeX() < 0){
loc.setX(scrollOffset.getDistanceFromCenterX() + bmp->getWidth());
} else if (scrollOffset.getRelativeX() > 0){
loc.setX(scrollOffset.getDistanceFromCenterX() - bmp->getWidth());
}
if (scrollOffset.getRelativeY() < 0){
loc.setY(scrollOffset.getDistanceFromCenterY() + bmp->getHeight());
} else if (scrollOffset.getRelativeY() > 0){
loc.setY(scrollOffset.getDistanceFromCenterY() - bmp->getHeight());
}
/*
bmp->Blit((int) scrollOffset.getDistanceFromCenterX(), (int) scrollOffset.getDistanceFromCenterY(), temp);
bmp->Blit((int) scrollOffset.getDistanceFromCenterX(), (int) loc.getY(), temp);
bmp->Blit((int) loc.getX(), (int) scrollOffset.getDistanceFromCenterY(), temp);
bmp->Blit((int) loc.getX(), (int) loc.getY(), temp);
renderSprite(temp, (int)(xaxis+offset.getDistanceFromCenterX()), (int)(yaxis+offset.getDistanceFromCenterY()), alpha, horizontalFlip, verticalFlip, work);
*/
double x = xaxis+offset.getDistanceFromCenterX();
double y = yaxis+offset.getDistanceFromCenterY();
renderSprite(*bmp,
(int)(x + scrollOffset.getDistanceFromCenterX()),
(int)(y + scrollOffset.getDistanceFromCenterY()),
alpha, horizontalFlip, verticalFlip, work);
renderSprite(*bmp,
(int)(x + loc.getX()),
(int)(y + scrollOffset.getDistanceFromCenterY()),
alpha, horizontalFlip, verticalFlip, work);
renderSprite(*bmp,
(int)(x + scrollOffset.getDistanceFromCenterX()),
(int)(y + loc.getY()),
alpha, horizontalFlip, verticalFlip, work);
renderSprite(*bmp,
(int)(x + loc.getX()),
(int)(y + loc.getY()),
alpha, horizontalFlip, verticalFlip, work);
} else {
renderSprite(*bmp, (int)(xaxis+offset.getDistanceFromCenterX()), (int)(yaxis+offset.getDistanceFromCenterY()), alpha, horizontalFlip, verticalFlip, work);
}
}
/* This is mainly called from select-list to draw the cells. I'm not sure
* of the utility of stretching the bitmap to fit the cell dimensions. Most
* likely the cell will contain an image and the image will be the same
* size as the cell.
*/
void ImageFrame::draw(const Graphics::Bitmap & work){
Graphics::Bitmap temp(bmp->getWidth(), bmp->getHeight());
temp.clearToMask();
renderSprite(*bmp, 0, 0, alpha, horizontalFlip, verticalFlip, temp);
temp.drawStretched(work);
/* FIXME: This should work, but it doesn't.. */
/*
Graphics::StretchedBitmap show(bmp->getWidth(), bmp->getHeight(), work);
show.start();
renderSprite(*bmp, 0, 0, alpha, horizontalFlip, verticalFlip, show);
show.finish();
*/
}
void ImageFrame::reset(){
scrollOffset = RelativePoint();
}
void ImageFrame::setToEnd(const RelativePoint & end){
scrollOffset = end;
}
static const char * FRAME_TEXT = "Offset: ( %f, %f)\nScroll Offset: ( %f, %f)\nTime: %d\nHorizontal Flip: %d\nVertical Flip: %d\nAlpha: %d\n\n";
const std::string ImageFrame::getInfo(){
char info[255];
sprintf(info, FRAME_TEXT, offset.getRelativeX(), offset.getRelativeY(), scrollOffset.getRelativeX(), scrollOffset.getRelativeY(), time, horizontalFlip, verticalFlip, alpha);
return std::string(info);
}
TextFrame::TextFrame(const Token *token):
Element(token),
fontWidth(20),
fontHeight(20){
TokenView view = token->view();
while (view.hasMore()){
try{
const Token * token;
view >> token;
parseToken(token);
} catch ( const TokenException & ex ) {
throw LoadException(__FILE__, __LINE__, ex, "Menu animation parse error");
} catch ( const LoadException & ex ) {
throw ex;
}
}
}
TextFrame::~TextFrame(){
}
void TextFrame::act(double xvel, double yvel){
gradient.forward();
Element::act(xvel, yvel);
}
static const Font & getFont(const string & font, int width, int height){
if (font != ""){
return Font::getFont(Filesystem::RelativePath(font), width, height);
}
return Font::getDefaultFont(width, height);
}
void TextFrame::draw(int xaxis, int yaxis, const Graphics::Bitmap & work){
double x = xaxis + offset.getDistanceFromCenterX() + scrollOffset.getDistanceFromCenterX();
double y = yaxis + offset.getDistanceFromCenterY() + scrollOffset.getDistanceFromCenterY();
const Font & font = getFont(this->font, fontWidth, fontHeight);
font.printf((int) x, (int) y, gradient.current(), work, "%s", 0, message.c_str());
}
void TextFrame::draw(const Graphics::Bitmap & work){
/* Probably don't need this.. but implement it if you do! */
}
void TextFrame::reset(){
scrollOffset = RelativePoint();
}
void TextFrame::setToEnd(const RelativePoint & point){
scrollOffset = point;
}
const std::string TextFrame::getInfo(){
return message;
}
void TextFrame::parseToken(const Token * token){
if (*token == "message"){
token->view() >> message;
} else if (*token == "font"){
TokenView view = token->view();
view >> font;
try{
view >> fontWidth >> fontHeight;
} catch (const TokenException & ignore){
}
if (fontWidth < 1){
fontWidth = 1;
}
if (fontHeight < 1){
fontHeight = 1;
}
} else if (*token == "color"){
int red, green, blue;
token->view() >> red >> green >> blue;
gradient = Effects::Gradient(Graphics::makeColor(red, green, blue));
} else if (*token == "gradient"){
gradient = Effects::Gradient(token);
}
}
Sequence::Sequence(){
}
Sequence::~Sequence(){
}
SequenceFrame::SequenceFrame(const Util::ReferenceCount<Element> & frame):
frame(frame),
ticks(0){
}
void SequenceFrame::draw(int xaxis, int yaxis, const Graphics::Bitmap & work) const {
frame->draw(xaxis, yaxis, work);
}
Util::ReferenceCount<Element> SequenceFrame::getCurrentFrame() const {
return frame;
}
int SequenceFrame::totalTicks() const {
return frame->getTime();
}
void SequenceFrame::setToEnd(){
ticks = frame->getTime();
}
bool SequenceFrame::forward(int tickCount, double velocityX, double velocityY){
frame->act(tickCount * velocityX, tickCount * velocityY);
ticks += tickCount;
return ticks > frame->getTime();
}
bool SequenceFrame::reverse(int tickCount, double velocityX, double velocityY){
frame->act(-tickCount * velocityX, -tickCount * velocityY);
ticks -= tickCount;
return ticks < 0;
}
void SequenceFrame::forwardFrame(){
/* nop */
}
void SequenceFrame::backFrame(){
/* nop */
}
void SequenceFrame::reset(){
ticks = 0;
frame->reset();
}
void SequenceFrame::resetTicks(){
ticks = 0;
}
SequenceLoop::SequenceLoop(int loops):
currentFrame(0),
currentLoop(loops),
loopTimes(loops){
}
Util::ReferenceCount<Element> SequenceLoop::getCurrentFrame() const {
if (currentFrame < frames.size()){
return frames[currentFrame]->getCurrentFrame();
} else {
/* Return the last frame */
if (frames.size() > 0){
return frames[frames.size() - 1]->getCurrentFrame();
}
}
return Util::ReferenceCount<Element>(NULL);
}
Util::ReferenceCount<Sequence> SequenceLoop::getCurrentSequence() const {
if (currentFrame < frames.size()){
return frames[currentFrame];
} else {
/* Return the last frame */
if (frames.size() > 0){
return frames[frames.size() - 1];
}
}
return Util::ReferenceCount<Sequence>(NULL);
}
void SequenceLoop::draw(int xaxis, int yaxis, const Graphics::Bitmap & work) const {
Util::ReferenceCount<Sequence> current = getCurrentSequence();
if (current != NULL){
current->draw(xaxis, yaxis, work);
}
}
void SequenceLoop::reset(){
currentFrame = 0;
currentLoop = loopTimes;
for (vector<Util::ReferenceCount<Sequence> >::iterator it = frames.begin(); it != frames.end(); it++){
Util::ReferenceCount<Sequence> & sequence = *it;
sequence->reset();
}
}
/* Does the same thing as reset except for calling resetTicks on children nodes */
void SequenceLoop::resetTicks(){
currentFrame = 0;
currentLoop = loopTimes;
for (vector<Util::ReferenceCount<Sequence> >::iterator it = frames.begin(); it != frames.end(); it++){
Util::ReferenceCount<Sequence> & sequence = *it;
sequence->resetTicks();
}
}
/* Similar to resetTicks but doesn't reset the current frame or loop */
void SequenceLoop::resetChildrenTicks(){
for (vector<Util::ReferenceCount<Sequence> >::iterator it = frames.begin(); it != frames.end(); it++){
Util::ReferenceCount<Sequence> & sequence = *it;
sequence->resetTicks();
}
}
void SequenceLoop::setToEnd(){
/* FIXME */
}
void SequenceLoop::addSequence(const Util::ReferenceCount<Sequence> & sequence){
frames.push_back(sequence);
}
static Util::ReferenceCount<Sequence> parseSequence(const Token * token, ImageMap & images, const string & baseDir){
if (*token == "frame"){
Util::ReferenceCount<Element> frame(new ImageFrame(token, images, baseDir));
return Util::ReferenceCount<Sequence>(new SequenceFrame(frame));
} else if (*token == "text"){
Util::ReferenceCount<Element> frame(new TextFrame(token));
return Util::ReferenceCount<Sequence>(new SequenceFrame(frame));
} else if (*token == "loop"){
int times;
token->view() >> times;
Util::ReferenceCount<SequenceLoop> loop(new SequenceLoop(times));
loop->parse(token, images, baseDir);
return loop;
} else if (*token == "all"){
return Util::ReferenceCount<Sequence>(new SequenceAll(token, images, baseDir));
} else if (*token == "random"){
return Util::ReferenceCount<Sequence>(new SequenceRandom(token, images, baseDir));
}
return Util::ReferenceCount<Sequence>(NULL);
}
void SequenceLoop::parse(const Token * token, ImageMap & images, const string & baseDir){
TokenView view = token->view();
/* first ignore the number of times to loop */
int ignore;
view >> ignore;
while (view.hasMore()){
const Token * next;
view >> next;
Util::ReferenceCount<Sequence> sequence = parseSequence(next, images, baseDir);
if (sequence != NULL){
addSequence(sequence);
}
}
}
int SequenceLoop::totalTicks() const {
int total = 0;
for (vector<Util::ReferenceCount<Sequence> >::const_iterator it = frames.begin(); it != frames.end(); it++){
const Util::ReferenceCount<Sequence> & sequence = *it;
total += sequence->totalTicks();
}
return total * (1 + loopTimes);
}
bool SequenceLoop::forward(int tickCount, double velocityX, double velocityY){
Util::ReferenceCount<Sequence> current = getCurrentSequence();
if (current != NULL){
if (current->forward(tickCount, velocityX, velocityY)){
forwardFrame();
}
}
return currentFrame == frames.size();
}
bool SequenceLoop::reverse(int tickCount, double velocityX, double velocityY){
Util::ReferenceCount<Sequence> current = getCurrentSequence();
if (current != NULL){
if (current->reverse(tickCount, velocityX, velocityY)){
backFrame();
}
}
return currentFrame == frames.size();
}
void SequenceLoop::forwardFrame(){
currentFrame += 1;
/* do the loop */
if (currentFrame == frames.size() && currentLoop > 0){
currentLoop -= 1;
currentFrame = 0;
resetChildrenTicks();
}
}
void SequenceLoop::backFrame(){
currentFrame -= 1;
/* do the loop */
if (currentFrame <= 0 && currentLoop > 0){
currentLoop -= 1;
resetChildrenTicks();
if (frames.size() > 0){
currentFrame = frames.size() - 1;
} else {
currentFrame = 0;
}
}
}
SequenceAll::SequenceAll(const Token * token, ImageMap & images, const string & baseDir){
TokenView view = token->view();
while (view.hasMore()){
const Token * next;
view >> next;
Util::ReferenceCount<Sequence> sequence = parseSequence(next, images, baseDir);
if (sequence != NULL){
addSequence(sequence);
}
}
}
Util::ReferenceCount<Element> SequenceAll::getCurrentFrame() const {
return Util::ReferenceCount<Element>(NULL);
}
void SequenceAll::reset(){
for (SequenceIterator it = sequences.begin(); it != sequences.end(); it++){
Util::ReferenceCount<Sequence> & next = *it;
next->reset();
}
}
void SequenceAll::resetTicks(){
for (SequenceIterator it = sequences.begin(); it != sequences.end(); it++){
Util::ReferenceCount<Sequence> & next = *it;
next->resetTicks();
}
}
void SequenceAll::setToEnd(){
for (SequenceIterator it = sequences.begin(); it != sequences.end(); it++){
Util::ReferenceCount<Sequence> & next = *it;
next->setToEnd();
}
}
void SequenceAll::addSequence(const Util::ReferenceCount<Sequence> & sequence){
sequences.push_back(sequence);
}
void SequenceAll::draw(int xaxis, int yaxis, const Graphics::Bitmap & work) const {
for (SequenceConstIterator it = sequences.begin(); it != sequences.end(); it++){
const Util::ReferenceCount<Sequence> & next = *it;
next->draw(xaxis, yaxis, work);
}
}
/* Maximum ticks of any sequence */
int SequenceAll::totalTicks() const {
int max = 0;
for (SequenceConstIterator it = sequences.begin(); it != sequences.end(); it++){
const Util::ReferenceCount<Sequence> & next = *it;
int what = next->totalTicks();
if (what > max){
max = what;
}
}
return max;
}
bool SequenceAll::forward(int tickCount, double velocityX, double velocityY){
bool go = false;
for (SequenceIterator it = sequences.begin(); it != sequences.end(); it++){
Util::ReferenceCount<Sequence> & next = *it;
go = next->forward(tickCount, velocityX, velocityY) && go;
}
return go;
}
bool SequenceAll::reverse(int tickCount, double velocityX, double velocityY){
bool go = false;
for (SequenceIterator it = sequences.begin(); it != sequences.end(); it++){
Util::ReferenceCount<Sequence> & next = *it;
go = next->reverse(tickCount, velocityX, velocityY) && go;
}
return go;
}
void SequenceAll::forwardFrame(){
for (SequenceIterator it = sequences.begin(); it != sequences.end(); it++){
Util::ReferenceCount<Sequence> & next = *it;
next->forwardFrame();
}
}
void SequenceAll::backFrame(){
for (SequenceIterator it = sequences.begin(); it != sequences.end(); it++){
Util::ReferenceCount<Sequence> & next = *it;
next->backFrame();
}
}
SequenceRandom::SequenceRandom(const Token * token, ImageMap & images, const std::string & baseDir):
current(0){
TokenView view = token->view();
while (view.hasMore()){
const Token * next;
view >> next;
Util::ReferenceCount<Sequence> sequence = parseSequence(next, images, baseDir);
if (sequence != NULL){
addSequence(sequence);
}
}
current = Util::rnd(sequences.size());
}
Util::ReferenceCount<Element> SequenceRandom::getCurrentFrame() const {
return Util::ReferenceCount<Element>(NULL);
}
void SequenceRandom::reset(){
current = Util::rnd(sequences.size());
for (SequenceIterator it = sequences.begin(); it != sequences.end(); it++){
Util::ReferenceCount<Sequence> & next = *it;
next->reset();
}
}
void SequenceRandom::resetTicks(){
current = Util::rnd(sequences.size());
for (SequenceIterator it = sequences.begin(); it != sequences.end(); it++){
Util::ReferenceCount<Sequence> & next = *it;
next->resetTicks();
}
}
void SequenceRandom::setToEnd(){
for (SequenceIterator it = sequences.begin(); it != sequences.end(); it++){
Util::ReferenceCount<Sequence> & next = *it;
next->setToEnd();
}
}
void SequenceRandom::addSequence(const Util::ReferenceCount<Sequence> & sequence){
sequences.push_back(sequence);
}
void SequenceRandom::draw(int xaxis, int yaxis, const Graphics::Bitmap & work) const {
if (current < sequences.size()){
Util::ReferenceCount<Sequence> now = sequences[current];
now->draw(xaxis, yaxis, work);
}
}
int SequenceRandom::totalTicks() const {
int max = 0;
for (SequenceConstIterator it = sequences.begin(); it != sequences.end(); it++){
const Util::ReferenceCount<Sequence> & next = *it;
int what = next->totalTicks();
if (what > max){
max = what;
}
}
return max;
}
bool SequenceRandom::forward(int tickCount, double velocityX, double velocityY){
if (current < sequences.size()){
Util::ReferenceCount<Sequence> now = sequences[current];
return now->forward(tickCount, velocityX, velocityY);
}
return true;
}
bool SequenceRandom::reverse(int tickCount, double velocityX, double velocityY){
if (current < sequences.size()){
Util::ReferenceCount<Sequence> now = sequences[current];
return now->reverse(tickCount, velocityX, velocityY);
}
return true;
}
void SequenceRandom::forwardFrame(){
if (current < sequences.size()){
sequences[current]->forwardFrame();
}
}
void SequenceRandom::backFrame(){
if (current < sequences.size()){
sequences[current]->backFrame();
}
}
static int CURRENT_ID = 0;
static int getNextId(){
return CURRENT_ID++;
}
Animation::Animation(const Token *the_token):
id(getNextId()),
depth(BackgroundBottom),
allowReset(true),
sequence(0){
/* Whats this for? */
images[-1] = 0;
std::string basedir = ".";
if ( *the_token != "anim" && *the_token != "animation" ){
throw LoadException(__FILE__, __LINE__, "Not an animation");
}
/* The usual setup of an animation is
The images must be listed prior to listing any frames, basedir can be used to set the directory where the images are located
loop will begin at the subsequent frame listed after loop
axis is the location in which the drawing must be placed
location *old* - used to render in background or foreground (0 == background [default]| 1 == foreground)
depth - used to render in background or foreground space (depth background bottom|middle|top) | (depth foreground bottom|midle|top)
reset - used to allow resetting of animation (0 == no | 1 == yes [default])
velocity - used to get a wrapping scroll effect while animating
window - area in which the item will be contained
(anim (id NUM)
(location NUM)
(scale NUM) ;; optional
(depth background|foreground NUM)
(basedir LOCATION)
(image NUM FILE [SCALE])
(velocity x y)
(axis x y)
(frame "Read comments above in constructor")
(loop 2)
(reset NUM)
(window x1 y1 x2 y2))
*/
double scale = 1.0;
bool scaleSet = false;
const Token & tok = *the_token;
TokenView view = tok.view();
while (view.hasMore()){
try{
const Token * token;
view >> token;
if (*token == "id"){
// get the id
token->view() >> id;
} else if (*token == "location"){
// translate location to depth
/*int location = 0;
token->view() >> location;
if (location == 0){
depth = BackgroundBottom;
} else if (location == 1){
depth = ForegroundBottom;
}*/
Global::debug(0) << "The option (" << token->getLineage() << ") in the file '" << token->getFileName() << "' is no longer valid and will be ignored. Consider using 'depth' instead." << std::endl;
} else if (*token == "scale"){
token->view() >> scale;
scaleSet = true;
} else if (*token == "depth"){
// get the depth
std::string name, level;
token->view() >> name >> level;
if (name == "background"){
if (level == "bottom"){
depth = BackgroundBottom;
} else if (level == "middle"){
depth = BackgroundMiddle;
} else if (level == "top"){
depth = BackgroundTop;
}
} else if (name == "foreground"){
if (level == "bottom"){
depth = ForegroundBottom;
} else if (level == "middle"){
depth = ForegroundMiddle;
} else if (level == "top"){
depth = ForegroundTop;
}
}
} else if (*token == "basedir"){
// set the base directory for loading images
token->view() >> basedir;
} else if (*token == "image"){
// add bitmaps by number to the map
int number;
std::string temp;
double localScale = 1;
bool localScaleSet = false;
TokenView view = token->view();
view >> number >> temp;
try{
view >> localScale;
localScaleSet = true;
} catch (const TokenException & fail){
}
Util::ReferenceCount<Graphics::Bitmap> bmp(new Graphics::Bitmap(*Storage::instance().open(Storage::instance().find(Filesystem::RelativePath(basedir + "/" + temp)))));
if (!bmp->getError()){
if (scaleSet || localScaleSet){
if (localScaleSet){
*bmp = bmp->scaleBy(localScale, localScale);
} else {
*bmp = bmp->scaleBy(scale, scale);
}
}
images[number] = bmp;
}
} else if (*token == "axis"){
// Get the axis location it defaults to 0,0
double x=0, y=0;
try {
token->view() >> x >> y;
} catch (const TokenException & ex){
}
axis.set(x,y);
} else if (*token == "window"){
// Windowed area where to clip if necessary otherwise it defaults to max
double x1=0,x2=0, y1=0,y2=0;
try {
token->view() >> x1 >> y1 >> x2 >> y2;
} catch (const TokenException & ex){
}
window.set(x1,y1,x2,y2);
} else if (*token == "velocity"){
// This allows the animation to get a wrapping scroll action going on
double x=0, y=0;
try {
token->view() >> x >> y;
} catch (const TokenException & ex){
}
velocity.set(x,y);
} else if (*token == "frame"){
Util::ReferenceCount<Element> frame(new ImageFrame(token, images, basedir));
sequence.addSequence(Util::ReferenceCount<Sequence>(new SequenceFrame(frame)));
} else if (*token == "text"){
Util::ReferenceCount<Element> frame(new TextFrame(token));
sequence.addSequence(Util::ReferenceCount<Sequence>(new SequenceFrame(frame)));
} else if (*token == "all"){
sequence.addSequence(Util::ReferenceCount<Sequence>(new SequenceAll(token, images, basedir)));
} else if (*token == "random"){
sequence.addSequence(Util::ReferenceCount<Sequence>(new SequenceRandom(token, images, basedir)));
} else if (*token == "loop"){
// start loop here
int times;
token->view() >> times;
Util::ReferenceCount<SequenceLoop> loop(new SequenceLoop(times));
loop->parse(token, images, basedir);
sequence.addSequence(loop);
/*
if (l >= (int)frames.size()){
ostringstream out;
out << "Loop location is larger than the number of frames. Loop: " << loop << " Frames: " << frames.size();
throw LoadException(__FILE__, __LINE__, out.str());
}
*/
} else if (*token == "reset"){
// Allow reset of animation
token->view() >> allowReset;
} else {
Global::debug( 3 ) << "Unhandled menu attribute: "<<endl;
if (Global::getDebug() >= 3){
token->print(" ");
}
}
} catch ( const TokenException & ex ) {
throw LoadException(__FILE__, __LINE__, ex, "Menu animation parse error");
} catch ( const LoadException & ex ) {
throw ex;
}
}
}
+Animation::Animation():
+id(getNextId()),
+depth(BackgroundBottom),
+allowReset(false),
+sequence(0){
+}
+
Animation::Animation(const std::string & background):
id(getNextId()),
depth(BackgroundBottom),
allowReset(true),
sequence(0){
// add bitmap
Util::ReferenceCount<Graphics::Bitmap> bmp(new Graphics::Bitmap(*Storage::instance().open(Storage::instance().find(Filesystem::RelativePath(background)))));
if (bmp->getError()){
throw LoadException(__FILE__,__LINE__, "Problem loading file: " + background);
} else {
images[0] = bmp;
}
Util::ReferenceCount<Element> frame(new ImageFrame(bmp));
sequence.addSequence(Util::ReferenceCount<Sequence>(new SequenceFrame(frame)));
}
Animation::Animation(const Filesystem::AbsolutePath & path):
id(getNextId()),
depth(BackgroundBottom),
allowReset(true),
sequence(0){
// add bitmap
Util::ReferenceCount<Graphics::Bitmap> bmp(new Graphics::Bitmap(*Storage::instance().open(path)));
if (bmp->getError()){
throw LoadException(__FILE__,__LINE__, "Problem loading file: " + path.path());
} else {
images[0] = bmp;
}
Util::ReferenceCount<Element> frame(new ImageFrame(bmp));
sequence.addSequence(Util::ReferenceCount<Sequence>(new SequenceFrame(frame)));
}
Animation::Animation(Util::ReferenceCount<Graphics::Bitmap> image):
id(getNextId()),
depth(BackgroundBottom),
allowReset(true),
sequence(0){
images[0] = image;
Util::ReferenceCount<Element> frame(new ImageFrame(image));
sequence.addSequence(Util::ReferenceCount<Sequence>(new SequenceFrame(frame)));
}
Animation::~Animation(){
}
int Animation::totalTicks() const {
return sequence.totalTicks();
}
void Animation::forward(int tickCount){
sequence.forward(tickCount, velocity.getRelativeX(), velocity.getRelativeY());
}
void Animation::reverse(int tickCount){
sequence.reverse(tickCount, velocity.getRelativeX(), velocity.getRelativeY());
}
void Animation::act(){
forward();
}
void Animation::draw(const Graphics::Bitmap & work) const {
/* FIXME: should use sub-bitmaps here */
/*const int x = window.getX();
const int y = window.getY();
const int width = window.getWidth();
const int height = window.getHeight();
Global::debug(0) << "Distance x2: " << width << " Distance y2: " << height << std::endl;
Graphics::Bitmap clipped(work, x, y, height, width);
frames[currentFrame]->draw(0, 0,clipped);*/
// Set clip from the axis default is 0,0,bitmap width, bitmap height
work.setClipRect(-window.getPosition().getDistanceFromCenterX(),
-window.getPosition().getDistanceFromCenterY(),
work.getWidth() - window.getPosition2().getDistanceFromCenterX(),
work.getHeight() - window.getPosition2().getDistanceFromCenterY());
sequence.draw(axis.getDistanceFromCenterX(), axis.getDistanceFromCenterY(), work);
work.setClipRect(0, 0, work.getWidth(), work.getHeight());
}
void Animation::draw(int x, int y, int width, int height, const Graphics::Bitmap & work) const {
const Util::ReferenceCount<Element> & frame = sequence.getCurrentFrame();
if (frame != NULL){
Graphics::Bitmap clipped(work, x, y, width, height);
frame->draw(clipped);
}
}
void Animation::forwardFrame(){
sequence.forwardFrame();
}
void Animation::backFrame(){
sequence.backFrame();
}
void Animation::reset(){
sequence.reset();
}
void Animation::resetAll(){
sequence.reset();
}
void Animation::setToEnd(){
/* FIXME */
sequence.setToEnd();
// currentFrame = frames.size()-1;
// currentLoop = 0;
// Set offsets
/*
for (std::vector<Util::ReferenceCount<Element> >::iterator i = frames.begin(); i != frames.end(); ++i){
Util::ReferenceCount<Element> frame = *i;
frame->setToEnd(RelativePoint(ticks * velocity.getRelativeX(), ticks * velocity.getRelativeY()));
}
*/
}
+DrawableAnimation::DrawableAnimation(const Util::ReferenceCount<Util::Draw> & drawer, Depth depth):
+drawer(drawer){
+ this->depth = depth;
+}
+
+void DrawableAnimation::draw(const Graphics::Bitmap & work) const {
+ drawer->draw(work);
+}
+
+void DrawableAnimation::draw(int x, int y, int width, int height, const Graphics::Bitmap & work) const {
+ draw(Graphics::Bitmap(work, x, y, width, height));
+}
+
const std::string Animation::getInfo(){
/*
static const char * ANIMATION_TEXT = "Animation ID: %d\nTicks: %d\nFrame Index: %d\nLoop From: %d\nAxis: ( %f, %f)\nVelocity: ( %f, %f)\n";
char info[255];
sprintf(info, ANIMATION_TEXT, id, ticks, currentFrame, loop, axis.getRelativeX(), axis.getRelativeY(), velocity.getRelativeX(), velocity.getRelativeY());
return std::string(info) + frames[currentFrame]->getInfo();
*/
/* FIXME */
ostringstream out;
out << "Animation ID: " << id;
return out.str();
}
AnimationManager::AnimationManager(){
// Set the current id to 0 for each context
CURRENT_ID = 0;
}
AnimationManager::AnimationManager(const AnimationManager & copy):
animations(copy.animations){
// Set the current id to 0 for each context
CURRENT_ID = 0;
}
AnimationManager::~AnimationManager(){
}
const AnimationManager & AnimationManager::operator=(const AnimationManager & copy){
animations = copy.animations;
return *this;
}
void AnimationManager::forward(int tickCount){
for (std::map<Gui::Animation::Depth, std::vector<Util::ReferenceCount<Gui::Animation> > >::iterator i = animations.begin(); i != animations.end(); ++i){
std::vector<Util::ReferenceCount<Gui::Animation> > & animations = i->second;
for (std::vector<Util::ReferenceCount<Gui::Animation> >::iterator j = animations.begin(); j != animations.end(); ++j){
Util::ReferenceCount<Gui::Animation> animation = *j;
if (animation != NULL){
animation->forward(tickCount);
}
}
}
}
void AnimationManager::reverse(int tickCount){
for (std::map<Gui::Animation::Depth, std::vector<Util::ReferenceCount<Gui::Animation> > >::iterator i = animations.begin(); i != animations.end(); ++i){
std::vector<Util::ReferenceCount<Gui::Animation> > & animations = i->second;
for (std::vector<Util::ReferenceCount<Gui::Animation> >::iterator j = animations.begin(); j != animations.end(); ++j){
Util::ReferenceCount<Gui::Animation> animation = *j;
if (animation != NULL){
animation->reverse(tickCount);
}
}
}
}
void AnimationManager::act(){
forward();
}
void AnimationManager::render(const Gui::Animation::Depth & depth, const Graphics::Bitmap & work) const {
std::map< Gui::Animation::Depth, std::vector< Util::ReferenceCount<Gui::Animation> > >::const_iterator animation = animations.find(depth);
if (animation != animations.end()){
const vector<Util::ReferenceCount<Gui::Animation> > & all = animation->second;
for (std::vector<Util::ReferenceCount<Gui::Animation> >::const_iterator i = all.begin(); i != all.end(); ++i){
Util::ReferenceCount<Gui::Animation> animation = *i;
if (animation != NULL){
animation->draw(work);
}
}
}
}
void AnimationManager::add(Util::ReferenceCount<Gui::Animation > animation){
animations[animation->getDepth()].push_back(animation);
}
void AnimationManager::reset(){
for (std::map<Gui::Animation::Depth, std::vector<Util::ReferenceCount<Gui::Animation> > >::iterator i = animations.begin(); i != animations.end(); ++i){
std::vector<Util::ReferenceCount<Gui::Animation> > & animations = i->second;
for (std::vector<Util::ReferenceCount<Gui::Animation> >::iterator j = animations.begin(); j != animations.end(); ++j){
Util::ReferenceCount<Gui::Animation> animation = *j;
if (animation != NULL){
animation->resetAll();
}
}
}
}
int AnimationManager::totalTicks() const {
int count = 0;
for (map<Gui::Animation::Depth, vector<Util::ReferenceCount<Gui::Animation> > >::const_iterator it = animations.begin(); it != animations.end(); it++){
Gui::Animation::Depth depth = it->first;
const vector<Util::ReferenceCount<Gui::Animation> > & stuff = it->second;
int next = countTicks(stuff);
/* If any animation takes infinite time then the whole thing takes infinite time */
if (next == -1){
return -1;
}
if (next > count){
count = next;
}
}
return count;
}
int AnimationManager::countTicks(const vector<Util::ReferenceCount<Animation> > & toCount) const {
int total = 0;
for (vector<Util::ReferenceCount<Animation> >::const_iterator it = toCount.begin(); it != toCount.end(); it++){
const Util::ReferenceCount<Animation> & animation = *it;
int ticks = animation->totalTicks();
if (ticks == -1){
return ticks;
}
total += ticks;
}
return total;
}
void AnimationManager::setToEnd(){
for (std::map<Gui::Animation::Depth, std::vector<Util::ReferenceCount<Gui::Animation> > >::iterator i = animations.begin(); i != animations.end(); ++i){
std::vector<Util::ReferenceCount<Gui::Animation> > & animations = i->second;
for (std::vector<Util::ReferenceCount<Gui::Animation> >::iterator j = animations.begin(); j != animations.end(); ++j){
Util::ReferenceCount<Gui::Animation> animation = *j;
if (animation != NULL){
animation->setToEnd();
}
}
}
}
const std::string AnimationManager::getInfo(int id, bool all){
std::string info("");
for (std::map<Gui::Animation::Depth, std::vector<Util::ReferenceCount<Gui::Animation> > >::iterator i = animations.begin(); i != animations.end(); ++i){
std::vector<Util::ReferenceCount<Gui::Animation> > & animations = i->second;
for (std::vector<Util::ReferenceCount<Gui::Animation> >::iterator j = animations.begin(); j != animations.end(); ++j){
Util::ReferenceCount<Gui::Animation> animation = *j;
if (animation != NULL){
if (id == animation->getID() || all){
info += animation->getInfo();
}
}
}
}
return info;
}
const std::vector<int> AnimationManager::getIdList(){
std::vector<int> list;
for (std::map<Gui::Animation::Depth, std::vector<Util::ReferenceCount<Gui::Animation> > >::iterator i = animations.begin(); i != animations.end(); ++i){
std::vector<Util::ReferenceCount<Gui::Animation> > & animations = i->second;
for (std::vector<Util::ReferenceCount<Gui::Animation> >::iterator j = animations.begin(); j != animations.end(); ++j){
Util::ReferenceCount<Gui::Animation> animation = *j;
if (animation != NULL){
list.push_back(animation->getID());
}
}
}
return list;
}
diff --git a/util/gui/animation.h b/util/gui/animation.h
index 8b36c568..456ece98 100644
--- a/util/gui/animation.h
+++ b/util/gui/animation.h
@@ -1,373 +1,392 @@
#ifndef _paintown_gui_animation_h
#define _paintown_gui_animation_h
#include <vector>
#include <map>
#include <string>
#include "coordinate.h"
#include "util/pointer.h"
#include "util/graphics/gradient.h"
class Filesystem;
namespace Path{
class AbsolutePath;
}
typedef Path::AbsolutePath AbsolutePath;
namespace Graphics{
class Bitmap;
}
+namespace Util{
+ class Draw;
+}
+
class Token;
namespace Gui{
// To hold images by number easier to access and reuse
typedef std::map<int, Util::ReferenceCount<Graphics::Bitmap> > ImageMap;
/*! Base Element class for frame types */
class Element{
public:
virtual ~Element();
virtual void act(double xvel, double yvel);
virtual void draw(int xaxis, int yaxis, const Graphics::Bitmap &) = 0;
virtual void draw(const Graphics::Bitmap &) = 0;
virtual void reset() = 0;
virtual void setToEnd(const RelativePoint &) = 0;
virtual const std::string getInfo() = 0;
virtual inline const RelativePoint getOffset() const {
return this->offset;
}
virtual inline const RelativePoint getScrollOffset() const {
return this->offset;
}
virtual inline int getTime() const {
return this->time;
}
virtual inline int getAlpha() const {
return this->alpha;
}
protected:
Element(const Token *);
RelativePoint offset;
RelativePoint scrollOffset;
int time;
int alpha;
private:
void parseToken(const Token *);
};
/*! Image Frame */
class ImageFrame : public Element{
public:
ImageFrame(const Token *, ImageMap &, const std::string &);
ImageFrame(Util::ReferenceCount<Graphics::Bitmap> bmp);
virtual ~ImageFrame();
virtual void act(double xvel, double yvel);
virtual void draw(int xaxis, int yaxis, const Graphics::Bitmap &);
virtual void draw(const Graphics::Bitmap &);
virtual void reset();
virtual void setToEnd(const RelativePoint &);
virtual const std::string getInfo();
virtual inline const Util::ReferenceCount<Graphics::Bitmap> & getBitmap() const {
return this->bmp;
}
protected:
virtual void parseToken(const Token *, const std::string &, ImageMap &);
protected:
Util::ReferenceCount<Graphics::Bitmap> bmp;
bool horizontalFlip;
bool verticalFlip;
};
/*! Text Frame */
class TextFrame: public Element {
public:
TextFrame(const Token *);
virtual ~TextFrame();
virtual void act(double xvel, double yvel);
virtual void draw(int xaxis, int yaxis, const Graphics::Bitmap &);
virtual void draw(const Graphics::Bitmap &);
virtual void reset();
virtual void setToEnd(const RelativePoint &);
virtual const std::string getInfo();
protected:
virtual void parseToken(const Token *);
/* FIXME: default this to Globals::DEFAULT_FONT */
std::string font;
std::string message;
int fontWidth, fontHeight;
Effects::Gradient gradient;
};
/* Iterates over a series of items */
class Sequence{
public:
Sequence();
virtual Util::ReferenceCount<Element> getCurrentFrame() const = 0;
virtual int totalTicks() const = 0;
virtual void setToEnd() = 0;
/* Move the sequence along by the number of ticks and at the specified speed
* Returns true if the sequence can't move any farther.
*/
virtual bool forward(int tickCount, double velocityX, double velocityY) = 0;
virtual bool reverse(int tickCount, double velocityX, double velocityY) = 0;
virtual void draw(int xaxis, int yaxis, const Graphics::Bitmap &) const = 0;
virtual void reset() = 0;
virtual void resetTicks() = 0;
/* Forcifully move to the next/previous frame */
virtual void forwardFrame() = 0;
virtual void backFrame() = 0;
virtual ~Sequence();
};
class SequenceFrame: public Sequence {
public:
SequenceFrame(const Util::ReferenceCount<Element> & frame);
virtual Util::ReferenceCount<Element> getCurrentFrame() const;
virtual int totalTicks() const;
virtual void reset();
virtual void resetTicks();
virtual void setToEnd();
virtual void draw(int xaxis, int yaxis, const Graphics::Bitmap &) const;
/* Move the sequence along by the number of ticks and at the specified speed */
virtual bool forward(int tickCount, double velocityX, double velocityY);
virtual bool reverse(int tickCount, double velocityX, double velocityY);
/* Forcifully move to the next/previous frame */
virtual void forwardFrame();
virtual void backFrame();
protected:
Util::ReferenceCount<Element> frame;
int ticks;
};
/* Shows sequences in a loop */
class SequenceLoop: public Sequence {
public:
SequenceLoop(int loops);
virtual Util::ReferenceCount<Element> getCurrentFrame() const;
virtual void reset();
virtual void resetTicks();
virtual void setToEnd();
virtual void addSequence(const Util::ReferenceCount<Sequence> & sequence);
virtual void parse(const Token * token, ImageMap & map, const std::string & baseDir);
virtual void draw(int xaxis, int yaxis, const Graphics::Bitmap &) const;
virtual int totalTicks() const;
/* Move the sequence along by the number of ticks and at the specified speed */
virtual bool forward(int tickCount, double velocityX, double velocityY);
virtual bool reverse(int tickCount, double velocityX, double velocityY);
/* Forcifully move to the next/previous frame */
virtual void forwardFrame();
virtual void backFrame();
protected:
void resetChildrenTicks();
virtual Util::ReferenceCount<Sequence> getCurrentSequence() const;
/* The current frame to display */
unsigned int currentFrame;
/* The number of times left to loop */
unsigned int currentLoop;
/* The total number of times to loop */
const unsigned int loopTimes;
std::vector<Util::ReferenceCount<Sequence> > frames;
};
/* Shows all sequences simaltaneously */
class SequenceAll: public Sequence {
public:
SequenceAll(const Token * token, ImageMap & images, const std::string & baseDir);
virtual Util::ReferenceCount<Element> getCurrentFrame() const;
virtual void reset();
virtual void resetTicks();
virtual void setToEnd();
virtual void addSequence(const Util::ReferenceCount<Sequence> & sequence);
virtual void draw(int xaxis, int yaxis, const Graphics::Bitmap &) const;
virtual int totalTicks() const;
/* Move the sequence along by the number of ticks and at the specified speed */
virtual bool forward(int tickCount, double velocityX, double velocityY);
virtual bool reverse(int tickCount, double velocityX, double velocityY);
/* Forcifully move to the next/previous frame */
virtual void forwardFrame();
virtual void backFrame();
protected:
std::vector<Util::ReferenceCount<Sequence> > sequences;
typedef std::vector<Util::ReferenceCount<Sequence> >::iterator SequenceIterator;
typedef std::vector<Util::ReferenceCount<Sequence> >::const_iterator SequenceConstIterator;
};
/* Displays a random child node for its duration */
class SequenceRandom: public Sequence {
public:
SequenceRandom(const Token * token, ImageMap & images, const std::string & baseDir);
virtual Util::ReferenceCount<Element> getCurrentFrame() const;
virtual void reset();
virtual void resetTicks();
virtual void setToEnd();
virtual void addSequence(const Util::ReferenceCount<Sequence> & sequence);
virtual void draw(int xaxis, int yaxis, const Graphics::Bitmap &) const;
virtual int totalTicks() const;
/* Move the sequence along by the number of ticks and at the specified speed */
virtual bool forward(int tickCount, double velocityX, double velocityY);
virtual bool reverse(int tickCount, double velocityX, double velocityY);
/* Forcifully move to the next/previous frame */
virtual void forwardFrame();
virtual void backFrame();
protected:
unsigned int current;
std::vector<Util::ReferenceCount<Sequence> > sequences;
typedef std::vector<Util::ReferenceCount<Sequence> >::iterator SequenceIterator;
typedef std::vector<Util::ReferenceCount<Sequence> >::const_iterator SequenceConstIterator;
};
+/* Handles a series of bitmaps */
class Animation{
+protected:
+ Animation();
public:
Animation(const Token *token);
/*! Load only a single bitmap (for backwards compatibility of backgrounds in menu) */
Animation(const std::string &);
Animation(const AbsolutePath &);
/*! use an existing bitmap */
Animation(Util::ReferenceCount<Graphics::Bitmap> image);
virtual ~Animation();
/*! Reverse with ticks */
virtual void reverse(int tickCount = 1);
/*! Forward with ticks */
virtual void forward(int tickCount = 1);
/*! Logic ticking per iteration and moving to subsequent frames */
virtual void act();
/*! Draw */
virtual void draw(const Graphics::Bitmap &) const;
virtual void draw(int x, int y, int width, int height, const Graphics::Bitmap &) const;
/*! Forward to next frame with no regard to ticks */
virtual void forwardFrame();
/*! Back a frame with no regard to ticks */
virtual void backFrame();
/*! Reset everything to the beginning of the start of the animation */
virtual void resetAll();
/*! Set everything to the end of the animation */
virtual void setToEnd();
/*! Get printable information regarding current frame */
virtual const std::string getInfo();
/*! Reset only frame ticks and other things are ignored */
virtual void reset();
/* Total number of ticks used by this animation. If any frames have a time
* of -1 then the total time will also be -1, meaning infinity.
*/
virtual int totalTicks() const;
/*! Return ID */
virtual inline int getID() const {
return id;
}
/*! Depth of animation
TODO make depth unlimited and just use integers for weight of depth
*/
enum Depth {
BackgroundBottom,
BackgroundMiddle,
BackgroundTop,
ForegroundBottom,
ForegroundMiddle,
ForegroundTop,
};
/*! Get depth */
inline const Depth & getDepth() const {
return this->depth;
}
-private:
+protected:
int id;
Depth depth;
unsigned int currentSequence;
bool allowReset;
RelativePoint axis;
// This allows the frames to scroll in place
RelativePoint velocity;
Coordinate window;
// std::vector<Util::ReferenceCount<Frame> > frames;
SequenceLoop sequence;
ImageMap images;
};
+/* Handles a Util::Draw, which really can't be controlled in any way. This just wraps the drawer.draw() method */
+class DrawableAnimation: public Animation {
+public:
+ DrawableAnimation(const Util::ReferenceCount<Util::Draw> & drawer, Depth depth);
+
+ virtual void draw(const Graphics::Bitmap &) const;
+ virtual void draw(int x, int y, int width, int height, const Graphics::Bitmap &) const;
+
+protected:
+ const Util::ReferenceCount<Util::Draw> drawer;
+};
+
/*! Generalized to for re-use in other contexts (menu, cutscene, characterselect, etc) */
class AnimationManager{
public:
AnimationManager();
AnimationManager(const AnimationManager &);
virtual ~AnimationManager();
const AnimationManager & operator=(const AnimationManager &);
void forward(int tickCount = 1);
void reverse(int tickCount = 1);
void act();
void render(const Gui::Animation::Depth &, const Graphics::Bitmap &) const;
void add(Util::ReferenceCount<Gui::Animation > animation);
void reset();
void setToEnd();
int totalTicks() const;
const std::string getInfo(int id, bool all = false);
const std::vector<int> getIdList();
virtual inline const bool empty() const{
return this->animations.empty();
}
protected:
int countTicks(const std::vector<Util::ReferenceCount<Gui::Animation> > & toCount) const;
private:
std::map< Gui::Animation::Depth, std::vector< Util::ReferenceCount<Gui::Animation> > > animations;
};
}
#endif

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