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git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@877 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -33,21 +33,19 @@ import com.samskivert.util.StringUtil;
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import static com.threerings.media.Log.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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* An animation that provides facilities for adding a sequence of animations that are fired after
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* a fixed time interval has elapsed or after previous animations in the sequence have completed.
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* Facilities are also provided for running code upon the completion of animations in the
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* 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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* Constructs an animation sequencer with the expectation that animations will be added via
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* subsequent calls to {@link #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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* @param animmgr the animation manager to which to add our animations when they are ready to
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* start.
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*/
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public AnimationSequencer (AnimationManager animmgr)
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{
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@@ -56,32 +54,25 @@ public class AnimationSequencer extends Animation
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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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* Adds the supplied animation to the sequence with the given parameters. Note that care
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* should be taken if this is called after the animation sequence has begun firing animations.
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* Do not add new animations after the final animation in the sequence has been started or you
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* run the risk of attempting to add an animation to the sequence after it thinks that it has
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* finished (in which case 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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* @param anim the animation to be sequenced, or null if the completion action should be run
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* immediately when this "animation" is ready to fired.
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* @param delta the number of milliseconds following the <em>start</em> of the previous
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* animation in the queue that this 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 be started when its
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* predecessor has completed.
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* @param completionAction a runnable to be executed when this 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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public void addAnimation (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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throw new IllegalStateException("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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@@ -100,8 +91,7 @@ public class AnimationSequencer extends Animation
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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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AnimRecord arec = new AnimRecord(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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@@ -174,11 +164,10 @@ public class AnimationSequencer extends Animation
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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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* Called when the time comes to start an animation. Derived classes may override this method
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* and pass the animation on to their animation manager and do whatever else they need to do
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* with operating animations. The default implementation simply adds them to the media panel
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* 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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@@ -196,37 +185,31 @@ public class AnimationSequencer extends Animation
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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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public AnimRecord (
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Animation anim, long delta, AnimRecord trigger, 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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public boolean readyToFire (long now, long lastStamp) {
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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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// if we have no trigger, that means we should start immediately, otherwise we wait
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// until our trigger is no longer running (they are guaranteed not to be still
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// queued at this point because readyToFire is only called on an animation after
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// all animations previous in the queue have been started)
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return (_trigger == null) ? 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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public void fire (long when) {
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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 we have an animation, start it up and await its 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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@@ -238,8 +221,7 @@ public class AnimationSequencer extends Animation
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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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public void fireCompletion (long when) {
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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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@@ -254,22 +236,19 @@ public class AnimationSequencer extends Animation
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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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// kids, don't try this at home; we call tick() immediately so that any animations
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// triggered on the completion of previous animations can trigger on the completion of
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// this animation 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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@Override
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public void animationCompleted (Animation anim, long when)
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{
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public void animationCompleted (Animation anim, long when) {
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fireCompletion(when);
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}
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@Override
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public String toString ()
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{
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public String toString () {
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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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