//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- // 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 "GkGameStreamingAnimation.h" #include "..\..\Utils\GkStrings.h" #include "..\..\OSSpecific\GkFileSystem.h" GkGameStreamingAnimation::GkGameStreamingAnimation(const wchar_t *fileName, const wchar_t *loadExpression, int x, int y, bool freeAtEnd, float framesPerSecond, int numFrames) { this->x = x; this->y = y; this->visible = false; this->active = true; this->loop = false; this->freeAtEnd = freeAtEnd; this->currentFrame = framesPerSecond >= 0.0f ? 0.0f : (float)(numFrames - 1); this->framesPerSecond = framesPerSecond; this->numFrames = numFrames; this->loadExpression = GkStrings::Copy(loadExpression); this->fileName = GkStrings::Copy(fileName); this->texture = 0; } GkGameStreamingAnimation::~GkGameStreamingAnimation(void) { this->Free(); GkStrings::Dispose(&this->fileName); GkStrings::Dispose(&this->loadExpression); } void GkGameStreamingAnimation::SetSource(const wchar_t *fileName, const wchar_t *loadExpression, float framesPerSecond, int numFrames) { this->Free(); this->active = true; this->loop = false; this->currentFrame = framesPerSecond >= 0.0f ? 0.0f : (float)(numFrames - 1); this->framesPerSecond = framesPerSecond; this->numFrames = numFrames; GkStrings::Dispose(&this->fileName); GkStrings::Dispose(&this->loadExpression); this->loadExpression = GkStrings::Copy(loadExpression); this->fileName = GkStrings::Copy(fileName); } void GkGameStreamingAnimation::Free() { if (this->texture != 0) { delete this->texture; this->texture = 0; } } bool GkGameStreamingAnimation::Load(int index) { void *data; unsigned int dataSize; if (GkFileSystem::LoadFile(GkStrings::Format(this->loadExpression, GkStrings::IntToString(index, 10, 5).c_str()).c_str(), &data, &dataSize)) { this->Free(); GkImage image; image.LoadFromMemory(data, dataSize); this->texture = new GkTexture(); this->texture->LoadFromImage(&image); delete data; return true; } return false; } void GkGameStreamingAnimation::Start() { this->currentFrame = framesPerSecond >= 0.0f ? 0.0f : (float)(numFrames - 1); this->lastRenderedFrame = (int)this->currentFrame; this->visible = this->Load(this->lastRenderedFrame); this->active = this->visible; } void GkGameStreamingAnimation::Process(GkGame *game) { if (!(this->active && this->visible)) return; this->currentFrame += this->framesPerSecond * game->timer->tickTime; if ((this->lastRenderedFrame != (int)this->currentFrame) || (this->texture == 0)) { bool terminate = false; if (!this->Load((int)this->currentFrame)) { if (this->loop) { this->currentFrame = this->framesPerSecond >= 0 ? 0.0f : (float)(this->numFrames - 1); if (!this->Load((int)this->currentFrame)) { terminate = true; } } else { terminate = true; } } if (terminate) { this->currentFrame = (float)(this->lastRenderedFrame); this->active = false; this->visible = (!this->freeAtEnd) && (this->texture != 0); } } this->lastRenderedFrame = (int)this->currentFrame; } void GkGameStreamingAnimation::Draw(GkGame *game) { if (!this->visible) { this->Free(); return; } game->graphicsDevice->Draw(this->x, this->y, this->texture); }