5f1eed7b94
unneeded imports. I've got partially completed patches for narya & vilya, too, but nenya was the only one that wound up in a decent state after a friday evening puttering at it, killing time waiting on other things to finish. git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@572 ed5b42cb-e716-0410-a449-f6a68f950b19
135 lines
3.9 KiB
Java
135 lines
3.9 KiB
Java
//
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// $Id$
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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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 com.threerings.media.util.FrameSequencer;
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import com.threerings.media.util.MultiFrameImage;
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/**
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* Animates a sequence of image frames in place with a particular frame
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* rate.
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*/
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public class MultiFrameAnimation extends Animation
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{
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/**
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* Creates a multi-frame animation with the specified source image
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* frames and the specified target frame rate (in frames per second).
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*
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* @param frames the source frames of the animation.
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* @param fps the target number of frames per second.
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* @param loop whether the animation should loop indefinitely or
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* finish after one shot.
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*/
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public MultiFrameAnimation (
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MultiFrameImage frames, double fps, boolean loop)
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{
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this(frames, new FrameSequencer.ConstantRate(fps, loop));
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}
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/**
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* Creates a multi-frame animation with the specified source image
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* frames and the specified target frame rate (in frames per second).
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*/
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public MultiFrameAnimation (MultiFrameImage frames, FrameSequencer seeker)
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{
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// we'll set up our bounds via setLocation() and in reset()
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super(new Rectangle());
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_frames = frames;
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_seeker = seeker;
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// reset ourselves to start things off
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reset();
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}
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@Override
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public Rectangle getBounds ()
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{
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// fill in the bounds with our current animation frame's bounds
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return _bounds;
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}
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@Override
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public void reset ()
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{
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super.reset();
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// set the frame number to -1 so that we don't ignore the
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// transition to frame zero on the first call to tick()
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_fidx = -1;
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// reset our frame sequencer
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_seeker.init(_frames);
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if (_seeker instanceof AnimationFrameSequencer) {
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((AnimationFrameSequencer) _seeker).setAnimation(this);
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}
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}
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@Override
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public void tick (long tickStamp)
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{
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int fidx = _seeker.tick(tickStamp);
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if (fidx == -1) {
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_finished = true;
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} else if (fidx != _fidx) {
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// make a note of our current bounds
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Rectangle obounds = new Rectangle(_bounds);
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// update our frame index and bounds
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setFrameIndex(fidx);
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// invalidate our old and new bounds
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invalidateAfterChange(obounds);
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}
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}
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/**
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* Sets the frame index and updates our dimensions.
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*/
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protected void setFrameIndex (int fidx)
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{
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_fidx = fidx;
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_bounds.width = _frames.getWidth(_fidx);
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_bounds.height = _frames.getHeight(_fidx);
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}
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@Override
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public void paint (Graphics2D gfx)
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{
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_frames.paintFrame(gfx, _fidx, _bounds.x, _bounds.y);
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}
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@Override
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public void fastForward (long timeDelta)
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{
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_seeker.fastForward(timeDelta);
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}
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protected MultiFrameImage _frames;
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protected FrameSequencer _seeker;
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protected int _fidx;
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}
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