/* * Copyright (c) 2010-2012 OTClient * * 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. */ #include "animatedtexture.h" #include "graphics.h" #include /* AnimatedTexture::AnimatedTexture(int width, int height, int channels, int numFrames, uchar *framesPixels, int *framesDelay) : Texture(), m_numFrames(numFrames) { m_size.resize(width, height); m_framesTextureId.resize(numFrames); m_framesDelay.resize(numFrames); for(int i=0;i= m_numFrames) m_currentFrame = 0; m_id = m_framesTextureId[m_currentFrame]; AnimatedTexturePtr self = asAnimatedTexture(); // continue to animate only if something still referencing this texture if(self.use_count() > 1) g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, self), m_framesDelay[m_currentFrame]); } */