Factored the fade effect out into a separate effect class so that it can
be used by sprites and animations. Ray is now thinking, "Why do we have this wacky difference between sprites and animations?" but changing it now would be a massive amount of typing that I'm not super interested in doing. In any case factoring out the "effects" into separate classes is still useful because frequently one wants to combine them in crazy ways that would not be possible with a FadeSprite or FadeAnimation. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3426 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -1,5 +1,5 @@
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//
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// $Id: Animation.java,v 1.15 2004/11/11 23:51:40 mdb Exp $
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
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@@ -27,6 +27,7 @@ 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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import com.threerings.media.effects.FadeEffect;
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/**
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* An animation that displays an image fading from one alpha level to
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@@ -38,7 +39,6 @@ public abstract class FadeAnimation extends Animation
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/**
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* Constructs a fade animation.
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*
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* @param image the image to animate.
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* @param bounds our bounds.
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* @param alpha the starting alpha.
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* @param step the alpha amount to step by each millisecond.
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@@ -48,49 +48,30 @@ public abstract class FadeAnimation extends Animation
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Rectangle bounds, float alpha, float step, float target)
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{
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super(bounds);
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// save things off
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_startAlpha = _alpha = Math.max(alpha, 0.0f);
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_step = step;
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_target = Math.min(target, 1.0f);
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// create the initial composite
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_comp = AlphaComposite.getInstance(AlphaComposite.SRC_OVER, _alpha);
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_effect = new FadeEffect(alpha, step, target);
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}
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// documentation inherited
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public void tick (long timestamp)
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{
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// figure out the current alpha
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long msecs = timestamp - _firstTick;
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_alpha = _startAlpha + (msecs * _step);
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if (_alpha < 0.0f) {
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_alpha = 0.0f;
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} else if (_alpha > 1.0f) {
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_alpha = 1.0f;
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}
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_comp = AlphaComposite.getInstance(AlphaComposite.SRC_OVER, _alpha);
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// check whether we're done
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_finished = ((_startAlpha < _target) ? (_alpha >= _target) :
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(_alpha <= _target));
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// dirty ourselves
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_effect.tick(timestamp);
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_finished = _effect.finished();
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invalidate();
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}
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// documentation inherited
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public void paint (Graphics2D gfx)
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{
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Composite ocomp = gfx.getComposite();
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if (_comp == null) {
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Log.warning("Fade anim has null composite [anim=" + this + "].");
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} else {
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gfx.setComposite(_comp);
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}
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_effect.beforePaint(gfx);
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paintAnimation(gfx);
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gfx.setComposite(ocomp);
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_effect.afterPaint(gfx);
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}
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// documentation inherited
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protected void willStart (long tickStamp)
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{
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super.willStart(tickStamp);
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_effect.init(tickStamp);
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}
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/**
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@@ -98,29 +79,6 @@ public abstract class FadeAnimation extends Animation
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*/
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protected abstract void paintAnimation (Graphics2D gfx);
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// documentation inherited
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protected void toString (StringBuffer buf)
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{
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super.toString(buf);
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buf.append(", alpha=").append(_alpha);
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buf.append(", startAlpha=").append(_startAlpha);
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buf.append(", step=").append(_step);
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buf.append(", target=").append(_target);
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}
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/** The composite used to render the image with the current alpha. */
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protected Composite _comp;
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/** The current alpha of the image. */
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protected float _alpha;
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/** The target alpha. */
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protected float _target;
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/** The alpha step per millisecond. */
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protected float _step;
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/** The starting alpha. */
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protected float _startAlpha;
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/** This handles the main work of fading. */
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protected FadeEffect _effect;
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}
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