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: FrameSequencer.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.util;
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/**
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* Used to control animation timing when displaying a {@link
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* MultiFrameImage}. This interface allows for constant framerates, or
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* more sophisticated animation timing.
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*/
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public interface FrameSequencer
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{
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/**
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* Called prior to the execution of an animation sequence (not
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* necessarily immediately, so time stamps should be obtained in the
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* first call to tick).
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*
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* @param source the multie-frame image that is providing the
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* animation frames.
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*/
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public void init (MultiFrameImage source);
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/**
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* Called every display frame, the frame sequencer should return the
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* index of the animation frame that should be displayed during this
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* tick. If the sequencer returns -1, it is taken as an indication
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* that the animation is finished and should be stopped.
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*/
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public int tick (long tickStamp);
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/**
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* Called if the display is paused for some length of time and then
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* unpaused. Sequencers should adjust any time stamps they are
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* maintaining internally by the delta so that time maintains the
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* illusion of flowing smoothly forward.
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*/
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public void fastForward (long timeDelta);
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/**
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* A frame sequencer that delivers a constant frame rate in either one
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* shot or looping mode.
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*/
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public static class ConstantRate implements FrameSequencer
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{
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/**
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* Creates a constant rate frame sequencer with the desired target
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* frames per second.
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*
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* @param framesPerSecond the target frames per second.
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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 ConstantRate (double framesPerSecond, boolean loop)
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{
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_millisPerFrame = (long)(1000d / framesPerSecond);
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_loop = loop;
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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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_frameCount = source.getFrameCount();
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_startStamp = 0l;
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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 (_startStamp == 0) {
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_startStamp = tickStamp;
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}
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// compute our current frame index
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int frameIdx = (int)((tickStamp - _startStamp) / _millisPerFrame);
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// if we're not looping and we've exhausted our frames, we
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// return -1 to indicate that the animation should stop
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return (_loop || frameIdx < _frameCount) ? (frameIdx % _frameCount)
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: -1;
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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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_startStamp += timeDelta;
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}
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protected long _millisPerFrame;
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protected boolean _loop;
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protected int _frameCount;
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protected long _startStamp;
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}
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}
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