
com.threerings.media.animation.AnimationSequencer Maven / Gradle / Ivy
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// https://github.com/threerings/nenya
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.media.animation;
import java.util.ArrayList;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import com.google.common.collect.Lists;
import com.samskivert.util.StringUtil;
import static com.threerings.media.Log.log;
/**
* An animation that provides facilities for adding a sequence of animations that are fired after
* a fixed time interval has elapsed or after previous animations in the sequence have completed.
* Facilities are also provided for running code upon the completion of animations in the
* sequence.
*/
public class AnimationSequencer extends Animation
{
/**
* Constructs an animation sequencer with the expectation that animations will be added via
* subsequent calls to {@link #addAnimation}.
*
* @param animmgr the animation manager to which to add our animations when they are ready to
* start.
*/
public AnimationSequencer (AnimationManager animmgr)
{
super(new Rectangle());
_animmgr = animmgr;
}
/**
* Adds the supplied animation to the sequence with the given parameters. Note that care
* should be taken if this is called after the animation sequence has begun firing animations.
* Do not add new animations after the final animation in the sequence has been started or you
* run the risk of attempting to add an animation to the sequence after it thinks that it has
* finished (in which case this method will fail).
*
* @param anim the animation to be sequenced, or null if the completion action should be run
* immediately when this "animation" is ready to fired.
* @param delta the number of milliseconds following the start of the previous
* animation in the queue that this animation should be started; 0 if it should be started
* simultaneously with its predecessor in the queue; -1 if it should be started when its
* predecessor has completed.
* @param completionAction a runnable to be executed when this animation completes.
*/
public void addAnimation (Animation anim, long delta, Runnable completionAction)
{
// sanity check
if (_finished) {
throw new IllegalStateException("Animation added to finished sequencer");
}
// if this guy is triggering on a previous animation, grab that
// good fellow here
AnimRecord trigger = null;
if (delta == -1) {
if (_queued.size() > 0) {
// if there are queued animations we want the most
// recently queued animation
trigger = _queued.get(_queued.size()-1);
} else if (_running.size() > 0) {
// otherwise, if there are running animations, we want the
// last one in that list
trigger = _running.get(_running.size()-1);
}
// otherwise we have no trigger, we'll just start ASAP
}
AnimRecord arec = new AnimRecord(anim, delta, trigger, completionAction);
// Log.info("Queued " + arec + ".");
_queued.add(arec);
}
/**
* Convenience wrapper to add an animation to run at the same time as the previous one.
*/
public void addAnimation (Animation anim)
{
addAnimation(anim, 0, null);
}
/**
* Convenience wrapper to add an animation to run after the previous one.
*/
public void appendAnimation (Animation anim)
{
addAnimation(anim, -1, null);
}
/**
* Clears out the animations being managed by this sequencer.
*/
public void clear ()
{
_queued.clear();
_lastStamp = 0;
}
@Override
public void tick (long tickStamp)
{
if (_lastStamp == 0) {
_lastStamp = tickStamp;
}
// add all animations whose time has come
while (_queued.size() > 0) {
AnimRecord arec = _queued.get(0);
if (!arec.readyToFire(tickStamp, _lastStamp)) {
// if it's not time to add this animation, all subsequent
// animations must surely wait as well
break;
}
// remove it from queued and put it on the running list
_queued.remove(0);
_running.add(arec);
// note that we've advanced to the next animation
_lastStamp = tickStamp;
// fire in the hole!
arec.fire(tickStamp);
}
// we're done when both lists are empty
// boolean finished = _finished;
_finished = ((_queued.size() + _running.size()) == 0);
// if (!finished && _finished) {
// Log.info("Finishing sequence at " + (tickStamp%10000) + ".");
// }
}
@Override
public void paint (Graphics2D gfx)
{
// don't care
}
@Override
public void fastForward (long timeDelta)
{
_lastStamp += timeDelta;
}
@Override
public void viewLocationDidChange (int dx, int dy)
{
super.viewLocationDidChange(dx, dy);
// track cumulative view location changes so that we can adjust our
// animations before we start them
_vdx += dx;
_vdy += dy;
}
/**
* Called when the time comes to start an animation. Derived classes may override this method
* and pass the animation on to their animation manager and do whatever else they need to do
* with operating animations. The default implementation simply adds them to the media panel
* supplied when we were constructed.
*
* @param anim the animation to be displayed.
* @param tickStamp the timestamp at which this animation was fired.
*/
protected void startAnimation (Animation anim, long tickStamp)
{
// account for any view scrolling that happened before this animation
// was actually added to the view
if (_vdx != 0 || _vdy != 0) {
anim.viewLocationDidChange(_vdx, _vdy);
}
_animmgr.registerAnimation(anim);
}
protected class AnimRecord extends AnimationAdapter
{
public AnimRecord (
Animation anim, long delta, AnimRecord trigger, Runnable completionAction) {
_anim = anim;
_delta = delta;
_trigger = trigger;
_completionAction = completionAction;
}
public boolean readyToFire (long now, long lastStamp) {
if (_delta == -1) {
// if we have no trigger, that means we should start immediately, otherwise we wait
// until our trigger is no longer running (they are guaranteed not to be still
// queued at this point because readyToFire is only called on an animation after
// all animations previous in the queue have been started)
return (_trigger == null) ? true : !_running.contains(_trigger);
} else {
return (lastStamp + _delta <= now);
}
}
public void fire (long when) {
// Log.info("Firing " + this + " at " + (when%10000) + ".");
// if we have an animation, start it up and await its completion
if (_anim != null) {
startAnimation(_anim, when);
_anim.addAnimationObserver(this);
} else {
// since there's no animation, we need to fire our
// completion routine immediately
fireCompletion(when);
}
}
public void fireCompletion (long when) {
// Log.info("Completing " + this + " at " + (when%10000) + ".");
// call the completion action, if there is one
if (_completionAction != null) {
try {
_completionAction.run();
} catch (Throwable t) {
log.warning(t);
}
}
// make a note that this animation is complete
_running.remove(this);
// kids, don't try this at home; we call tick() immediately so that any animations
// triggered on the completion of previous animations can trigger on the completion of
// this animation rather than having to wait until the next tick to do so
tick(when);
}
@Override
public void animationCompleted (Animation anim, long when) {
fireCompletion(when);
}
@Override
public String toString () {
return "[anim=" + StringUtil.shortClassName(_anim) +
((_anim == null) ? "" : ("/" + _anim.hashCode())) +
", action=" + _completionAction +
", delta=" + _delta + ", trig=" + (_trigger != null) + "]";
}
protected Animation _anim;
protected Runnable _completionAction;
protected long _delta;
protected AnimRecord _trigger;
}
/** The animation manager in which we run animations. */
protected AnimationManager _animmgr;
/** Animations that have not been fired. */
protected ArrayList _queued = Lists.newArrayList();
/** Animations that are currently running. */
protected ArrayList _running = Lists.newArrayList();
/** The timestamp at which we fired the last animation. */
protected long _lastStamp;
/** Used to track view scrolling while animations are in limbo. */
protected int _vdx, _vdy;
}
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