Torque3D/Engine/source/gui/controls/guiAnimBitmapCtrl.h
Azaezel 01051e4182 new: guiAnimBitmapCtrl - works similar to the particle animation system. feed it x and y for how many frames in a spritesheet, and let her run.
also supports:
either specific frames, a range to play, or a mix (string)
fps specification, (int)
loop, (bool)
pausing, (bool)
reverse (bool)
 play (bool)
and has callbacks for onLoop, onCompleted, and onFrame (index and actual frame passed along)
2016-07-04 20:44:42 -05:00

70 lines
2.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#ifndef _GUIANIMBITMAPCTRL_H_
#define _GUIANIMBITMAPCTRL_H_
#ifndef _GUIBITMAPCTRL_H_
#include "gui/controls/guiBitmapCtrl.h"
#endif
class guiAnimBitmapCtrl : public GuiBitmapCtrl
{
public:
typedef GuiBitmapCtrl Parent;
protected:
/// max frames (x,y)
Point2I mAnimTexTiling;
/// frames to use
StringTableEntry mAnimTexFramesString;
/// frames to use (internal)
Vector<S32> mAnimTexFrames;
U32 mNumFrames;
S32 mCurFrameIndex;
bool mLoop;
bool mPlay;
bool mReverse;
S32 mFramesPerSec;
bool mAnimateTexture;
PlatformTimer * mFrameTime;
bool mFinished;
static bool ptSetFrame(void *object, const char *index, const char *data);
static bool ptSetFrameRanges(void *object, const char *index, const char *data);
public:
guiAnimBitmapCtrl();
~guiAnimBitmapCtrl();
bool onAdd();
static void initPersistFields();
void onRender(Point2I offset, const RectI &updateRect);
DECLARE_CONOBJECT(guiAnimBitmapCtrl);
DECLARE_CATEGORY("Gui Images");
DECLARE_DESCRIPTION("A control that clips a bitmap based on %.");
DECLARE_CALLBACK(void, onLoop, ());
DECLARE_CALLBACK(void, onCompleted, ());
DECLARE_CALLBACK(void, onFrame, (S32 frameIndex, S32 frame));
};
#endif