Files
OpenRA/OpenRA.Game/Graphics/Animation.cs
Paul Chote be7fc57cdd Introduce IRenderable.IsDecoration and AsDecoration.
These are used to filter *Renderables that shouldn't
be copied for things like highlight or shadow.
2013-08-10 22:25:05 +12:00

163 lines
3.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
namespace OpenRA.Graphics
{
public class Animation
{
string name;
public Sequence CurrentSequence { get; private set; }
public bool IsDecoration = false;
int frame = 0;
bool backwards = false;
bool tickAlways;
Func<int> facingFunc;
public string Name { get { return name; } }
public Animation(string name)
: this(name, () => 0) {}
public Animation(string name, Func<int> facingFunc)
{
this.name = name.ToLowerInvariant();
this.tickFunc = () => {};
this.facingFunc = facingFunc;
}
int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } }
public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } }
public IEnumerable<IRenderable> Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
{
if (CurrentSequence.ShadowStart >= 0)
{
var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
yield return new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true);
}
yield return new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale, IsDecoration);
}
public IEnumerable<IRenderable> Render(WPos pos, PaletteReference palette)
{
return Render(pos, WVec.Zero, 0, palette, 1f);
}
public void Play(string sequenceName)
{
PlayThen(sequenceName, null);
}
public void PlayRepeating(string sequenceName)
{
backwards = false;
tickAlways = false;
CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
frame = 0;
tickFunc = () =>
{
++frame;
if (frame >= CurrentSequence.Length)
frame = 0;
};
}
public bool ReplaceAnim(string sequenceName)
{
if (!HasSequence(sequenceName))
return false;
CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
frame %= CurrentSequence.Length;
return true;
}
public void PlayThen(string sequenceName, Action after)
{
backwards = false;
tickAlways = false;
CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
frame = 0;
tickFunc = () =>
{
++frame;
if (frame >= CurrentSequence.Length)
{
frame = CurrentSequence.Length - 1;
tickFunc = () => { };
if (after != null) after();
}
};
}
public void PlayBackwardsThen(string sequenceName, Action after)
{
PlayThen(sequenceName, after);
backwards = true;
}
public void PlayFetchIndex(string sequenceName, Func<int> func)
{
backwards = false;
tickAlways = true;
CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
frame = func();
tickFunc = () => frame = func();
}
int timeUntilNextFrame;
Action tickFunc;
public void Tick()
{
Tick(40); // tick one frame
}
public bool HasSequence(string seq) { return SequenceProvider.HasSequence(name, seq); }
public void Tick(int t)
{
if (tickAlways)
tickFunc();
else
{
timeUntilNextFrame -= t;
while (timeUntilNextFrame <= 0)
{
tickFunc();
timeUntilNextFrame += CurrentSequence != null ? CurrentSequence.Tick : 40; // 25 fps == 40 ms
}
}
}
public void ChangeImage(string newImage, string newAnimIfMissing)
{
newImage = newImage.ToLowerInvariant();
if (name != newImage)
{
name = newImage.ToLowerInvariant();
if (!ReplaceAnim(CurrentSequence.Name))
ReplaceAnim(newAnimIfMissing);
}
}
public Sequence GetSequence(string sequenceName)
{
return SequenceProvider.GetSequence(name, sequenceName);
}
}
}