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https://github.com/libretro/scummvm.git
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98 lines
2.5 KiB
C++
98 lines
2.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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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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*
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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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*
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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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*/
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// Based on code by omergilad.
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#include "gui/animation/Animation.h"
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namespace GUI {
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Animation::Animation()
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: _startTime(0), _duration(0), _finished(false), _finishOnEnd(true) {
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}
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Animation::~Animation() {
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}
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void Animation::start(long currentTime) {
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_finished = false;
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_startTime = currentTime;
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}
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void Animation::setDuration(long duration) {
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_duration = duration;
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}
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void Animation::update(Drawable *drawable, long currentTime) {
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float interpolation;
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if (currentTime < _startTime) {
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// If the start time is in the future, nothing changes - the interpolated value is 0
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interpolation = 0;
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} else if (currentTime > _startTime + _duration) {
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// If the animation is finished, the interpolated value is 1 and the animation is marked as finished
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interpolation = 1;
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finishAnimation();
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} else {
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// Calculate the interpolated value
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interpolation = (currentTime - _startTime) / (float) (_duration);
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}
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// Activate the interpolator if present
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if (_interpolator.get() != nullptr) {
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interpolation = _interpolator->interpolate(interpolation);
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}
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updateInternal(drawable, interpolation);
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}
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void Animation::finishAnimation() {
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if (_finishOnEnd) {
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_finished = true;
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}
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}
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void Animation::updateInternal(Drawable *drawable, float interpolation) {
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// Default implementation
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}
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bool Animation::isFinished() const {
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return _finished;
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}
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bool Animation::isFinishOnEnd() const {
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return _finishOnEnd;
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}
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void Animation::setFinishOnEnd(bool finishOnEnd) {
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_finishOnEnd = finishOnEnd;
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}
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InterpolatorPtr Animation::getInterpolator() const {
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return _interpolator;
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}
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void Animation::setInterpolator(InterpolatorPtr interpolator) {
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_interpolator = interpolator;
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}
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} // End of namespace GUI
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