tibia-client/src/framework/graphics/animatedtexture.cpp

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/*
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* Copyright (c) 2010-2017 OTClient <https://github.com/edubart/otclient>
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
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#include "animatedtexture.h"
#include "graphics.h"
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#include <framework/core/eventdispatcher.h>
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AnimatedTexture::AnimatedTexture(const Size& size, std::vector<ImagePtr> frames, std::vector<int> framesDelay, bool buildMipmaps, bool compress)
{
if(!setupSize(size, buildMipmaps))
return;
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for(uint i=0;i<frames.size();++i) {
m_frames.push_back(new Texture(frames[i], buildMipmaps, compress));
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}
m_framesDelay = framesDelay;
m_hasMipmaps = buildMipmaps;
m_id = m_frames[0]->getId();
m_currentFrame = 0;
m_animTimer.restart();
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}
AnimatedTexture::~AnimatedTexture()
{
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}
bool AnimatedTexture::buildHardwareMipmaps()
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{
if(!g_graphics.canUseHardwareMipmaps())
return false;
for(const TexturePtr& frame : m_frames)
frame->buildHardwareMipmaps();
m_hasMipmaps = true;
return true;
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}
void AnimatedTexture::setSmooth(bool smooth)
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{
for(const TexturePtr& frame : m_frames)
frame->setSmooth(smooth);
m_smooth = smooth;
}
void AnimatedTexture::setRepeat(bool repeat)
{
for(const TexturePtr& frame : m_frames)
frame->setRepeat(repeat);
m_repeat = repeat;
}
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void AnimatedTexture::updateAnimation()
{
if(m_animTimer.ticksElapsed() < m_framesDelay[m_currentFrame])
return;
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m_animTimer.restart();
m_currentFrame++;
if(m_currentFrame >= m_frames.size())
m_currentFrame = 0;
m_id = m_frames[m_currentFrame]->getId();
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}