127 lines
3.2 KiB
C
127 lines
3.2 KiB
C
/*
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* This software is licensed under the terms of the MIT-License
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2017, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2017, Andrei Alexeyev <akari@alienslab.net>.
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*/
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#include "taisei.h"
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#include "aniplayer.h"
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#include "list.h"
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#include "global.h"
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#include "stageobjects.h"
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#include "objectpool_util.h"
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void aniplayer_create(AniPlayer *plr, Animation *ani) {
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memset(plr,0,sizeof(AniPlayer));
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plr->ani = ani;
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}
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int aniplayer_get_frame(AniPlayer *plr) {
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int col = (plr->clock/plr->ani->speed) % plr->ani->cols;
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int row = plr->stdrow;
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int speed = plr->ani->speed;
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bool mirror = plr->mirrored;
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if(plr->queue) {
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AniSequence *s = plr->queue;
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if(s->speed > 0)
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speed = s->speed;
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col = (s->clock/speed) % plr->ani->cols;
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if(s->backwards)
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col = ((s->duration-s->clock)/speed) % plr->ani->cols;
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row = s->row;
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mirror = s->mirrored;
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}
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return plr->ani->rows*plr->ani->cols*mirror+row*plr->ani->cols+col;
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}
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void aniplayer_free(AniPlayer *plr) {
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plr->queuesize = 0; // prevent aniplayer_reset from messing with the queue, since we're going to wipe all of it anyway
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list_free_all(&plr->queue);
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aniplayer_reset(plr);
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}
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void aniplayer_reset(AniPlayer *plr) { // resets to a neutral state with empty queue.
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plr->stdrow = 0;
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if(plr->queuesize > 0) { // abort the animation in the fastest fluent way.
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list_free_all(&plr->queue->next);
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plr->queuesize = 1;
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plr->queue->delay = 0;
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}
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}
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AniSequence *aniplayer_queue(AniPlayer *plr, int row, int loops, int delay) {
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AniSequence *s = calloc(1, sizeof(AniSequence));
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list_append(&plr->queue, s);
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plr->queuesize++;
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s->row = row;
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if(loops < 0)
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log_fatal("Negative number of loops passed: %d",loops);
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s->duration = (loops+1)*plr->ani->cols*plr->ani->speed;
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s->delay = delay;
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s->mirrored = plr->mirrored;
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return s;
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}
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AniSequence *aniplayer_queue_pro(AniPlayer *plr, int row, int start, int end, int delay, int speed) {
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AniSequence *s = aniplayer_queue(plr,row,0,delay);
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// i bet you didn’t expect the _pro function calling the plain one
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s->speed = speed;
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if(speed <= 0)
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speed = plr->ani->speed;
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s->duration = end*speed;
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s->clock = start*speed;
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return s;
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}
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void aniplayer_update(AniPlayer *plr) {
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plr->clock++;
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if(plr->queue) {
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AniSequence *s = plr->queue;
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if(s->clock < s->duration) {
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s->clock++;
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} else if(s->delay > 0) {
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s->delay--;
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} else {
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free(list_pop(&plr->queue));
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plr->queuesize--;
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plr->clock = 0;
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}
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}
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}
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void play_animation_frame(Animation *ani, float x, float y, int frame) {
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int mirror = frame/(ani->cols*ani->rows);
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frame = frame%(ani->cols*ani->rows);
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if(mirror) {
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glPushMatrix();
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glCullFace(GL_FRONT);
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glTranslatef(x,y,0);
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x = y = 0;
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glScalef(-1,1,1);
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}
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draw_animation_p(x,y,frame%ani->cols,frame/ani->cols,ani);
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if(mirror) {
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glCullFace(GL_BACK);
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glPopMatrix();
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}
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}
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void aniplayer_play(AniPlayer *plr, float x, float y) {
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int frame = aniplayer_get_frame(plr);
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play_animation_frame(plr->ani,x,y,frame); // or as my grandpa always said: rather write 100 lines of new code than one old line twice.
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}
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void play_animation(Animation *ani, float x, float y, int row) { // the old way to draw animations without AniPlayer
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draw_animation_p(x,y,(global.frames/ani->speed)%ani->cols,row,ani);
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}
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