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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.util;
/**
* Used to control animation timing when displaying a {@link MultiFrameImage}. This interface
* allows for constant framerates, or more sophisticated animation timing.
*/
public interface FrameSequencer
{
/**
* Called prior to the execution of an animation sequence (not necessarily immediately, so
* time stamps should be obtained in the first call to tick).
*
* @param source the multi-frame image that is providing the animation frames.
* @return initial frame index
*/
public int init (MultiFrameImage source);
/**
* Called every display frame, the frame sequencer should return the index of the animation
* frame that should be displayed during this tick. If the sequencer returns -1, it is taken
* as an indication that the animation is finished and should be stopped.
*/
public int tick (long tickStamp);
/**
* Called if the display is paused for some length of time and then unpaused. Sequencers
* should adjust any time stamps they are maintaining internally by the delta so that time
* maintains the illusion of flowing smoothly forward.
*/
public void fastForward (long timeDelta);
/**
* A frame sequencer that delivers a constant frame rate in either one shot or looping mode.
*/
public static class ConstantRate implements FrameSequencer
{
/**
* Creates a constant rate frame sequencer with the desired target frames per second.
*
* @param framesPerSecond the target frames per second.
* @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 ConstantRate (double framesPerSecond, boolean loop) {
_millisPerFrame = (long)(1000d / framesPerSecond);
_loop = loop;
}
// documentation inherited from interface
public int init (MultiFrameImage source) {
_frameCount = source.getFrameCount();
_startStamp = 0l;
return 0;
}
// documentation inherited from interface
public int tick (long tickStamp) {
// obtain our starting timestamp if we don't already have one
if (_startStamp == 0) {
_startStamp = tickStamp;
}
// compute our current frame index
int frameIdx = (int)((tickStamp - _startStamp) / _millisPerFrame);
// if we're not looping and we've exhausted our frames, we
// return -1 to indicate that the animation should stop
return (_loop || frameIdx < _frameCount) ? (frameIdx % _frameCount) : -1;
}
// documentation inherited from interface
public void fastForward (long timeDelta) {
_startStamp += timeDelta;
}
protected long _millisPerFrame;
protected boolean _loop;
protected int _frameCount;
protected long _startStamp;
}
}
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