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Facilities for making networked multiplayer games.
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//
// 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 com.samskivert.util.ObserverList;
import com.threerings.media.util.FrameSequencer;
import com.threerings.media.util.MultiFrameImage;
/**
* Used to control animation timing when displaying an animation.
*/
public interface AnimationFrameSequencer extends FrameSequencer
{
/**
* Called after init to set the animation.
*/
public void setAnimation (Animation anim);
/**
* A sequencer that can step through a series of frames in any order and speed and notify (via
* {@link SequencedAnimationObserver}) when specific frames are reached.
*/
public static class MultiFunction implements AnimationFrameSequencer
{
/**
* Creates the simplest multifunction frame sequencer.
*
* @param sequence the ordering to display the frames.
* @param msPerFrame the number of ms to display each frame.
* @param loop if false, the sequencer will report the end of the animation after
* progressing through all of the frames once, otherwise it will loop indefinitely.
*/
public MultiFunction (int[] sequence, long msPerFrame, boolean loop) {
_length = sequence.length;
_sequence = sequence;
setDelay(msPerFrame);
_marks = new boolean[_length];
_loop = loop;
}
/**
* Creates a fully-specified multifunction frame sequencer.
*
* @param sequence the ordering to display the frames.
* @param msPerFrame the number of ms to display each frame.
* @param marks if true for a frame, a FrameReachedEvent will be generated when that frame
* is reached.
* @param loop if false, the sequencer will report the end of the animation after
* progressing through all of the frames once, otherwise it will loop indefinitely.
*/
public MultiFunction (int[] sequence, long[] msPerFrame, boolean[] marks, boolean loop) {
_length = sequence.length;
if ((_length != msPerFrame.length) || (_length != marks.length)) {
throw new IllegalArgumentException(
"All MultiFunction FrameSequencer arrays must be the same length.");
}
_sequence = sequence;
_delays = msPerFrame;
_marks = marks;
_loop = loop;
}
/**
* Set the delay to use.
*/
public void setDelay (long msPerFrame) {
_delays = null;
_delay = msPerFrame;
}
/**
* Set the length of the sequence we are to use, or 0 means set it to the length of the
* sequence array that we were constructed with.
*/
public void setLength (int len) {
_length = (len == 0) ? _sequence.length : len;
if (_curIdx >= _length) {
_curIdx = 0;
}
}
/**
* Do we reset the animation on init? Default is true.
*/
public void setResetOnInit (boolean resets) {
_resets = resets;
}
// documentation inherited from interface
public int init (MultiFrameImage source) {
int framecount = source.getFrameCount();
// let's make sure our frames are valid
for (int ii=0; ii < _length; ii++) {
if (_sequence[ii] >= framecount) {
throw new IllegalArgumentException(
"MultiFunction FrameSequencer was initialized " +
"with a MultiFrameImage with not enough frames " +
"to match the sequence it was constructed with.");
}
}
if (_resets) {
_lastStamp = 0L;
_curIdx = 0;
}
return _sequence[_curIdx];
}
// documentation inherited from interface
public void setAnimation (Animation anim) {
_animation = anim;
}
// documentation inherited from interface
public int tick (long tickStamp) {
// obtain our starting timestamp if we don't already have one
if (_lastStamp == 0L) {
_lastStamp = tickStamp;
// we might need to notify on the first frame
checkNotify(tickStamp);
}
// we may have rushed through more than one frame since the last
// tick, but we want to always notify even if we never displayed
long curdelay = getDelay(_curIdx);
while (tickStamp >= (_lastStamp + curdelay)) {
_lastStamp += curdelay;
_curIdx++;
if (_curIdx == _length) {
if (_loop) {
_curIdx = 0;
} else {
return -1;
}
}
checkNotify(tickStamp);
// get the delay for checking the next frame
curdelay = getDelay(_curIdx);
}
// return the right frame
return _sequence[_curIdx];
}
// documentation inherited from interface
public void fastForward (long timeDelta) {
// this method should be called "unpause"
_lastStamp += timeDelta;
}
/**
* Get the delay to use for the specified frame.
*/
protected final long getDelay (int index) {
return (_delays == null) ? _delay : _delays[index];
}
/**
* Check to see if we need to notify that we've reached a marked frame.
*/
protected void checkNotify (long tickStamp) {
if (_marks[_curIdx]) {
_animation.queueNotification(
new FrameReachedOp(_animation, tickStamp, _sequence[_curIdx], _curIdx));
}
}
/** The current sequence index. */
protected int _curIdx = 0;
/** The length of our animation sequence. */
protected int _length;
/** Do we reset on init? */
protected boolean _resets = true;
/** The sequence of frames to display. */
protected int[] _sequence;
/** The corresponding delay for each frame, in ms. */
protected long[] _delays;
/** Or a single delay for all frames. */
protected long _delay;
/** Whether to send a FrameReachedEvent on a sequence index. */
protected boolean[] _marks;
/** Does the animation loop? */
protected boolean _loop;
/** The time at which we were last ticked. */
protected long _lastStamp;
/** The animation that we're sequencing for. */
protected Animation _animation;
/** Used to dispatch {@link SequencedAnimationObserver#frameReached}. */
protected static class FrameReachedOp implements ObserverList.ObserverOp
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