mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 22:00:05 +00:00
142 lines
2.8 KiB
C++
142 lines
2.8 KiB
C++
/*
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GWEN
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Copyright (c) 2010 Facepunch Studios
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See license in Gwen.h
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*/
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#include "Gwen/Anim.h"
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#include "Gwen/Utility.h"
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#include <math.h>
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using namespace Gwen;
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#ifndef GWEN_NO_ANIMATION
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static Gwen::Anim::Animation::List g_Animations;
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static Gwen::Anim::Animation::ChildList g_AnimationsListed;
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void Gwen::Anim::Add( Gwen::Controls::Base* control, Animation* animation )
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{
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animation->m_Control = control;
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g_Animations[control].push_back( animation );
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}
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void Gwen::Anim::Cancel( Gwen::Controls::Base* control )
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{
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/* cannot use std::list iterator with algoryhtmns based on pointers
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struct AnimDeletePredicate
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{
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AnimDeletePredicate( Gwen::Controls::Base* control )
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{
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this->control = control;
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}
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bool operator() ( Gwen::Anim::Animation* anim )
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{
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return anim->m_Control == control;
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}
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Gwen::Controls::Base* control;
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};
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std::remove_if ( g_Animations.begin(), g_Animations.end(), AnimDeletePredicate( control ) );
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*/
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Gwen::Anim::Animation::List::iterator iAnimations;
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if ((iAnimations = g_Animations.find(control)) != g_Animations.end())
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{
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Gwen::Anim::Animation::ChildList &ChildAnimationsForControl = iAnimations->second;
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Gwen::Anim::Animation::ChildList::iterator iAnimationChild = ChildAnimationsForControl.begin();
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if (iAnimationChild != ChildAnimationsForControl.end())
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{
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do
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{
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delete (*iAnimationChild);
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}while(++iAnimationChild != ChildAnimationsForControl.end());
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}
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g_Animations.erase(iAnimations);
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}
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}
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void Gwen::Anim::Think()
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{
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Gwen::Anim::Animation::List::iterator it = g_Animations.begin();
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if ( it != g_Animations.end() )
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{
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Gwen::Anim::Animation::ChildList::iterator itChild;
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Gwen::Anim::Animation* anim;
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do
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{
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if ((itChild = it->second.begin()) != it->second.end())
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{
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do
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{
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anim = *itChild;
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anim->Think();
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if ( anim->Finished() )
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{
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itChild = it->second.erase( itChild );
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delete anim;
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}
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else
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{
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++itChild;
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}
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}while(itChild != it->second.end());
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}
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}while(++it != g_Animations.end());
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}
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}
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Gwen::Anim::TimedAnimation::TimedAnimation( float fLength, float fDelay, float fEase )
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{
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m_fStart = Platform::GetTimeInSeconds() + fDelay;
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m_fEnd = m_fStart + fLength;
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m_fEase = fEase;
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m_bStarted = false;
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m_bFinished = false;
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}
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void Gwen::Anim::TimedAnimation::Think()
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{
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if ( m_bFinished ) return;
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float fCurrent = Platform::GetTimeInSeconds();
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float fSecondsIn = fCurrent - m_fStart;
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if ( fSecondsIn < 0.0f ) return;
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if ( !m_bStarted )
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{
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m_bStarted = true;
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OnStart();
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}
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float fDelta = fSecondsIn / ( m_fEnd - m_fStart );
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if ( fDelta < 0.0f ) fDelta = 0.0f;
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if ( fDelta > 1.0f ) fDelta = 1.0f;
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Run( pow( fDelta, m_fEase ) );
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if ( fDelta == 1.0f )
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{
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m_bFinished = true;
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OnFinish();
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}
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}
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bool Gwen::Anim::TimedAnimation::Finished()
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{
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return m_bFinished;
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}
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#endif |