//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- // GambleKit Copyright (C) 2014 Ivan Donev // // This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. // // This library 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 Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // // contact: gamblekit@gmail.com //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- #include "GkGameAnimationButton.h" //#include "..\..\Utils\GkMaths.h" GkGameAnimationButton::GkGameAnimationButton(GkGameEntity *defaultFace, GkGameEntity *selectedFace, GkGameEntity *disabledFace, bool autoEnable, int x, int y, int width, int height) : GkGameButton(defaultFace, selectedFace, disabledFace, autoEnable, x, y, width, height) { GkGameAnimation *face = dynamic_cast(this->defaultFace); if (face != 0) face->EndAnimation(); face = dynamic_cast(this->selectedFace); if (face != 0) face->EndAnimation(); face = dynamic_cast(this->disabledFace); if (face != 0) face->EndAnimation(); this->lastFace = this->GetCurrentFace(); } GkGameAnimationButton::~GkGameAnimationButton(void) { } void GkGameAnimationButton::Down() { GkGameButton::Down(); //GkGameAnimation *currentFace = dynamic_cast(this->GetCurrentFace()); //if ((currentFace != 0) && (!currentFace->active)) //{ // currentFace->ResetAnimation(); //} } GkGameEntity* GkGameAnimationButton::GetCurrentFace() { GkGameAnimation *face = this->GetAnimatingFace(); if (face != 0) return face; return GkGameButton::GetCurrentFace(); } GkGameAnimation* GkGameAnimationButton::GetAnimatingFace() { GkGameAnimation *face = dynamic_cast(this->defaultFace); if ((face != 0) && (face->active) && (!face->loop)) return face; face = dynamic_cast(this->selectedFace); if ((face != 0) && (face->active) && (!face->loop)) return face; face = dynamic_cast(this->disabledFace); if ((face != 0) && (face->active) && (!face->loop)) return face; return 0; } void GkGameAnimationButton::Process(GkGame *game) { GkGameEntity *currentFace = this->GetCurrentFace(); if (currentFace != this->lastFace) { GkGameAnimation *lastAnimation = dynamic_cast(this->lastFace); if (lastAnimation != 0) lastAnimation->EndAnimation(); GkGameAnimation *currentAnimation = dynamic_cast(currentFace); if (currentAnimation != 0) currentAnimation->ResetAnimation(); this->lastFace = currentFace; } GkGameButton::Process(game); }