Files
Coleman-Code/COM380/Project5/GambleKit/Engine/Game/Entities/Buttons/GkGameAnimationButton.cpp
T
Amrit Panesar 39ee821f54 start 380 project5
changes to 380 project 4
changes to 350 project 2

Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
2015-05-06 10:18:39 -07:00

96 lines
3.4 KiB
C++

//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// 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<GkGameAnimation*>(this->defaultFace);
if (face != 0)
face->EndAnimation();
face = dynamic_cast<GkGameAnimation*>(this->selectedFace);
if (face != 0)
face->EndAnimation();
face = dynamic_cast<GkGameAnimation*>(this->disabledFace);
if (face != 0)
face->EndAnimation();
this->lastFace = this->GetCurrentFace();
}
GkGameAnimationButton::~GkGameAnimationButton(void)
{
}
void GkGameAnimationButton::Down()
{
GkGameButton::Down();
//GkGameAnimation *currentFace = dynamic_cast<GkGameAnimation*>(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<GkGameAnimation*>(this->defaultFace);
if ((face != 0) && (face->active) && (!face->loop))
return face;
face = dynamic_cast<GkGameAnimation*>(this->selectedFace);
if ((face != 0) && (face->active) && (!face->loop))
return face;
face = dynamic_cast<GkGameAnimation*>(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<GkGameAnimation*>(this->lastFace);
if (lastAnimation != 0)
lastAnimation->EndAnimation();
GkGameAnimation *currentAnimation = dynamic_cast<GkGameAnimation*>(currentFace);
if (currentAnimation != 0)
currentAnimation->ResetAnimation();
this->lastFace = currentFace;
}
GkGameButton::Process(game);
}