Initial version of an animation that allows adding animations sequentially
with a specifiable delay between each. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1762 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id: AnimationSequencer.java,v 1.1 2002/09/30 06:30:47 shaper Exp $
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package com.threerings.media.animation;
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import java.awt.Graphics2D;
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import java.awt.Rectangle;
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import com.threerings.media.Log;
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/**
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* An animation that provides facilities for adding a sequence of
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* animations with a standard or per-animation-specifiable delay between
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* each.
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*/
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public abstract class AnimationSequencer extends Animation
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{
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/**
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* Constructs an animation sequencer that adds each of the supplied
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* animations after regular intervals of the specified time. Note
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* that the first animation will be added immediately.
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*/
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public AnimationSequencer (Animation[] anims, long delta)
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{
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super(new Rectangle());
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// save things off
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_anims = anims;
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_sdelta = delta;
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}
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/**
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* Constructs an animation sequencer that adds each of the supplied
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* animations after the time specified for each animation has elapsed.
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* Note that the first animation will be added immediately, though
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* (for ease of coding and array indexing) it should have a slot in
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* the <code>delta</code> array despite the fact that the value
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* therein will be ignored.
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*/
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public AnimationSequencer (Animation[] anims, long[] delta)
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{
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super(new Rectangle());
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// save things off
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_anims = anims;
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_delta = delta;
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}
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// documentation inherited
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public void tick (long tickStamp)
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{
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if (_start == 0) {
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// initialize our starting time
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_start = tickStamp;
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}
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// TODO: revamp the below to keep track of the mark time for the
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// next animation to be added rather than recalculating it every
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// time we're ticked
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// add all animations whose time has come
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int acount = _anims.length;
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long mark = _start;
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for (int ii = 0; ii < acount; ii++) {
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// calculate the time at which this animation is to be added
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long delta = (_delta == null) ? _sdelta : _delta[ii];
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// add in the delta for this animation, or if it's the first
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// animation, we add it straightaway and ignore its delta
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mark += ((ii == 0) ? 0 : delta);
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if (_lastidx >= ii) {
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// we've already added this animation, so move on to the next
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continue;
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} else if (tickStamp >= mark) {
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// add the animation
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// Log.info("Adding animation [ii=" + ii +
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// ", tickStamp=" + tickStamp + ", mark=" + mark + "].");
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addAnimation(ii, _anims[ii], tickStamp);
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_lastidx = ii;
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} else {
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// it's not time to add this animation, and so all
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// subsequent animations must surely wait as well
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break;
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}
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}
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// we're finished when we've added the last animation
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_finished = (_lastidx == acount - 1);
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}
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/**
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* Called when the time comes to add an animation. Derived classes
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* must implement this method and do whatever they deem necessary in
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* order to add the given animation to the animation manager and any
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* other interested parties.
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*
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* @param index the index number of the animation in the sequence of
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* animations to be added by this sequencer.
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* @param anim the animation to be added.
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* @param tickStamp the tick stamp provided by the animation manager
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* when the sequencer animation decided the time had come to add the
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* animation.
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*/
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public abstract void addAnimation (
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int index, Animation anim, long tickStamp);
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// documentation inherited
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public void paint (Graphics2D gfx)
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{
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// don't care
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}
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// documentation inherited
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public void fastForward (long timeDelta)
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{
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_start += timeDelta;
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}
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/** The animations to be added in sequence. */
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protected Animation[] _anims;
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/** The time deltas in milliseconds between adding each animation, if
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* the time deltas were specified on a per-animation basis. */
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protected long[] _delta;
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/** The single time delta in milliseconds between adding each
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* animation, if a single time delta was given for all animations. */
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protected long _sdelta;
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/** The time at which the sequencer animation started its business. */
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protected long _start;
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/** The index of the last animation that was added. */
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protected int _lastidx = -1;
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}
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