Behold, Nenya, Ring of Water and repository for our media and animation related
goodies, both Java 2D and LWJGL/JME 3D. git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@1 ed5b42cb-e716-0410-a449-f6a68f950b19
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//
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// $Id: AnimationFrameSequencer.java 3310 2005-01-24 23:08:21Z mdb $
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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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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.media.animation;
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import com.samskivert.util.ObserverList;
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import com.threerings.media.util.FrameSequencer;
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import com.threerings.media.util.MultiFrameImage;
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/**
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* Used to control animation timing when displaying an animation.
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*/
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public interface AnimationFrameSequencer extends FrameSequencer
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{
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/**
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* Called after init to set the animation.
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*/
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public void setAnimation (Animation anim);
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/**
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* A sequencer that can step through a series of frames in any order
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* and speed and notify (via {@link SequencedAnimationObserver}) when
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* specific frames are reached.
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*/
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public static class MultiFunction implements AnimationFrameSequencer
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{
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/**
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* Creates the simplest multifunction frame sequencer.
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*
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* @param sequence the ordering to display the frames.
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* @param msPerFrame the number of ms to display each frame.
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* @param loop if false, the sequencer will report the end of
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* the animation after progressing through all of the frames once,
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* otherwise it will loop indefinitely.
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*/
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public MultiFunction (int[] sequence, long msPerFrame, boolean loop)
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{
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_length = sequence.length;
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_sequence = sequence;
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setDelay(msPerFrame);
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_marks = new boolean[_length];
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_loop = loop;
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}
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/**
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* Creates a fully-specified multifunction frame sequencer.
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*
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* @param sequence the ordering to display the frames.
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* @param msPerFrame the number of ms to display each frame.
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* @param marks if true for a frame, a FrameReachedEvent will
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* be generated when that frame is reached.
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* @param loop if false, the sequencer will report the end of
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* the animation after progressing through all of the frames once,
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* otherwise it will loop indefinitely.
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*/
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public MultiFunction (
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int[] sequence, long[] msPerFrame, boolean[] marks, boolean loop)
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{
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_length = sequence.length;
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if ((_length != msPerFrame.length) || (_length != marks.length)) {
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throw new IllegalArgumentException(
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"All MultiFunction FrameSequencer arrays must be " +
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"the same length.");
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}
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_sequence = sequence;
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_delays = msPerFrame;
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_marks = marks;
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_loop = loop;
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}
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/**
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* Set the delay to use.
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*/
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public void setDelay (long msPerFrame)
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{
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_delays = null;
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_delay = msPerFrame;
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}
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/**
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* Set the length of the sequence we are to use, or 0 means set
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* it to the length of the sequence array that we were constructed with.
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*/
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public void setLength (int len)
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{
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_length = (len == 0) ? _sequence.length : len;
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if (_curIdx >= _length) {
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_curIdx = 0;
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}
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}
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/**
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* Do we reset the animation on init? Default is true.
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*/
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public void setResetOnInit (boolean resets)
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{
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_resets = resets;
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}
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// documentation inherited from interface
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public void init (MultiFrameImage source)
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{
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int framecount = source.getFrameCount();
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// let's make sure our frames are valid
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for (int ii=0; ii < _length; ii++) {
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if (_sequence[ii] >= framecount) {
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throw new IllegalArgumentException(
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"MultiFunction FrameSequencer was initialized " +
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"with a MultiFrameImage with not enough frames " +
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"to match the sequence it was constructed with.");
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}
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}
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if (_resets) {
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_lastStamp = 0L;
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_curIdx = 0;
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}
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}
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// documentation inherited from interface
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public void setAnimation (Animation anim)
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{
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_animation = anim;
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}
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// documentation inherited from interface
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public int tick (long tickStamp)
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{
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// obtain our starting timestamp if we don't already have one
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if (_lastStamp == 0L) {
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_lastStamp = tickStamp;
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// we might need to notify on the first frame
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checkNotify(tickStamp);
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}
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// we may have rushed through more than one frame since the last
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// tick, but we want to always notify even if we never displayed
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long curdelay = getDelay(_curIdx);
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while (tickStamp >= (_lastStamp + curdelay)) {
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_lastStamp += curdelay;
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_curIdx++;
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if (_curIdx == _length) {
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if (_loop) {
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_curIdx = 0;
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} else {
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return -1;
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}
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}
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checkNotify(tickStamp);
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// get the delay for checking the next frame
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curdelay = getDelay(_curIdx);
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}
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// return the right frame
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return _sequence[_curIdx];
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}
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// documentation inherited from interface
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public void fastForward (long timeDelta)
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{
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// this method should be called "unpause"
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_lastStamp += timeDelta;
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}
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/**
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* Get the delay to use for the specified frame.
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*/
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protected final long getDelay (int index)
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{
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return (_delays == null) ? _delay : _delays[index];
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}
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/**
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* Check to see if we need to notify that we've reached a marked frame.
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*/
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protected void checkNotify (long tickStamp)
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{
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if (_marks[_curIdx]) {
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_animation.queueNotification(
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new FrameReachedOp(_animation, tickStamp,
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_sequence[_curIdx], _curIdx));
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}
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}
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/** The current sequence index. */
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protected int _curIdx = 0;
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/** The length of our animation sequence. */
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protected int _length;
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/** Do we reset on init? */
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protected boolean _resets = true;
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/** The sequence of frames to display. */
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protected int[] _sequence;
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/** The corresponding delay for each frame, in ms. */
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protected long[] _delays;
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/** Or a single delay for all frames. */
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protected long _delay;
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/** Whether to send a FrameReachedEvent on a sequence index. */
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protected boolean[] _marks;
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/** Does the animation loop? */
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protected boolean _loop;
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/** The time at which we were last ticked. */
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protected long _lastStamp;
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/** The animation that we're sequencing for. */
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protected Animation _animation;
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/** Used to dispatch {@link SequencedAnimationObserver#frameReached}. */
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protected static class FrameReachedOp implements ObserverList.ObserverOp
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{
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public FrameReachedOp (Animation anim, long when,
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int frameIdx, int frameSeq) {
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_anim = anim;
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_when = when;
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_frameIdx = frameIdx;
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_frameSeq = frameSeq;
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}
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public boolean apply (Object observer) {
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if (observer instanceof SequencedAnimationObserver) {
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((SequencedAnimationObserver)observer).frameReached(
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_anim, _when, _frameIdx, _frameSeq);
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}
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return true;
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}
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protected Animation _anim;
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protected long _when;
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protected int _frameIdx, _frameSeq;
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}
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}
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}
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