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: AnimationSequencer.java 4191 2006-06-13 22:42:20Z ray $
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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 java.awt.Graphics2D;
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import java.awt.Rectangle;
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import java.util.ArrayList;
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import com.samskivert.util.StringUtil;
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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 that are fired after a fixed time interval has elapsed or
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* after previous animations in the sequence have completed. Facilities
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* are also provided for running code upon the completion of animations in
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* the sequence.
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*/
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public class AnimationSequencer extends Animation
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{
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/**
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* Constructs an animation sequencer with the expectation that
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* animations will be added via subsequent calls to {@link
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* #addAnimation}.
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*
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* @param animmgr the animation manager to which to add our animations
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* when they are ready to start.
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*/
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public AnimationSequencer (AnimationManager animmgr)
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{
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super(new Rectangle());
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_animmgr = animmgr;
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}
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/**
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* Adds the supplied animation to the sequence with the given
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* parameters. Note that care should be taken if this is called after
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* the animation sequence has begun firing animations. Do not add new
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* animations after the final animation in the sequence has been
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* started or you run the risk of attempting to add an animation to
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* the sequence after it thinks that it has finished (in which case
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* this method will fail).
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*
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* @param anim the animation to be sequenced, or null if the
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* completion action should be run immediately when this "animation"
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* is ready to fired.
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* @param delta the number of milliseconds following the
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* <em>start</em> of the previous animation in the queue that this
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* animation should be started; 0 if it should be started
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* simultaneously with its predecessor int the queue; -1 if it should
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* be started when its predecessor has completed.
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* @param completionAction a runnable to be executed when this
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* animation completes.
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*/
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public void addAnimation (
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Animation anim, long delta, Runnable completionAction)
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{
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// sanity check
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if (_finished) {
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throw new IllegalStateException(
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"Animation added to finished sequencer");
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}
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// if this guy is triggering on a previous animation, grab that
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// good fellow here
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AnimRecord trigger = null;
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if (delta == -1) {
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if (_queued.size() > 0) {
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// if there are queued animations we want the most
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// recently queued animation
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trigger = (AnimRecord)_queued.get(_queued.size()-1);
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} else if (_running.size() > 0) {
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// otherwise, if there are running animations, we want the
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// last one in that list
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trigger = (AnimRecord)_running.get(_running.size()-1);
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}
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// otherwise we have no trigger, we'll just start ASAP
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}
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AnimRecord arec = new AnimRecord(
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anim, delta, trigger, completionAction);
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// Log.info("Queued " + arec + ".");
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_queued.add(arec);
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}
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/**
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* Clears out the animations being managed by this sequencer.
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*/
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public void clear ()
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{
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_queued.clear();
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_lastStamp = 0;
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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 (_lastStamp == 0) {
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_lastStamp = tickStamp;
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}
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// add all animations whose time has come
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while (_queued.size() > 0) {
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AnimRecord arec = (AnimRecord)_queued.get(0);
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if (!arec.readyToFire(tickStamp, _lastStamp)) {
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// if it's not time to add this animation, all subsequent
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// animations must surely wait as well
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break;
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}
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// remove it from queued and put it on the running list
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_queued.remove(0);
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_running.add(arec);
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// note that we've advanced to the next animation
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_lastStamp = tickStamp;
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// fire in the hole!
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arec.fire(tickStamp);
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}
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// we're done when both lists are empty
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// boolean finished = _finished;
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_finished = ((_queued.size() + _running.size()) == 0);
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// if (!finished && _finished) {
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// Log.info("Finishing sequence at " + (tickStamp%10000) + ".");
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// }
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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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// 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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_lastStamp += timeDelta;
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}
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// documentation inherited
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public void viewLocationDidChange (int dx, int dy)
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{
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super.viewLocationDidChange(dx, dy);
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// track cumulative view location changes so that we can adjust our
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// animations before we start them
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_vdx += dx;
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_vdy += dy;
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}
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/**
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* Called when the time comes to start an animation. Derived classes
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* may override this method and pass the animation on to their
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* animation manager and do whatever else they need to do with
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* operating animations. The default implementation simply adds them
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* to the media panel supplied when we were constructed.
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*
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* @param anim the animation to be displayed.
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* @param tickStamp the timestamp at which this animation was fired.
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*/
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protected void startAnimation (Animation anim, long tickStamp)
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{
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// account for any view scrolling that happened before this animation
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// was actually added to the view
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if (_vdx != 0 || _vdy != 0) {
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anim.viewLocationDidChange(_vdx, _vdy);
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}
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_animmgr.registerAnimation(anim);
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}
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protected class AnimRecord extends AnimationAdapter
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{
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public AnimRecord (Animation anim, long delta, AnimRecord trigger,
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Runnable completionAction) {
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_anim = anim;
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_delta = delta;
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_trigger = trigger;
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_completionAction = completionAction;
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}
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public boolean readyToFire (long now, long lastStamp)
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{
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if (_delta == -1) {
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// if we have no trigger, that means we should start
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// immediately, otherwise we wait until our trigger is no
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// longer running (they are guaranteed not to be still
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// queued at this point because readyToFire is only called
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// on an animation after all animations previous in the
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// queue have been started)
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return (_trigger == null) ?
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true : !_running.contains(_trigger);
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} else {
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return (lastStamp + _delta <= now);
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}
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}
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public void fire (long when)
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{
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// Log.info("Firing " + this + " at " + (when%10000) + ".");
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// if we have an animation, start it up and await its
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// completion
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if (_anim != null) {
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startAnimation(_anim, when);
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_anim.addAnimationObserver(this);
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} else {
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// since there's no animation, we need to fire our
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// completion routine immediately
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fireCompletion(when);
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}
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}
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public void fireCompletion (long when)
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{
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// Log.info("Completing " + this + " at " + (when%10000) + ".");
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// call the completion action, if there is one
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if (_completionAction != null) {
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try {
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_completionAction.run();
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} catch (Throwable t) {
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Log.logStackTrace(t);
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}
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}
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// make a note that this animation is complete
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_running.remove(this);
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// kids, don't try this at home; we call tick() immediately so
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// that any animations triggered on the completion of previous
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// animations can trigger on the completion of this animation
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// rather than having to wait until the next tick to do so
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tick(when);
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}
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public void animationCompleted (Animation anim, long when)
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{
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fireCompletion(when);
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}
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public String toString ()
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{
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return "[anim=" + StringUtil.shortClassName(_anim) +
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((_anim == null) ? "" : ("/" + _anim.hashCode())) +
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", action=" + _completionAction +
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", delta=" + _delta + ", trig=" + (_trigger != null) + "]";
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}
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protected Animation _anim;
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protected Runnable _completionAction;
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protected long _delta;
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protected AnimRecord _trigger;
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}
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/** The animation manager in which we run animations. */
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protected AnimationManager _animmgr;
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/** Animations that have not been fired. */
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protected ArrayList _queued = new ArrayList();
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/** Animations that are currently running. */
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protected ArrayList _running = new ArrayList();
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/** The timestamp at which we fired the last animation. */
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protected long _lastStamp;
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/** Used to track view scrolling while animations are in limbo. */
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protected int _vdx, _vdy;
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}
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