gameui

annotate src/boolanm.cc @ 2:e5b1525084f7

boolanim
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 20 Mar 2014 07:03:58 +0200
parents
children f1014234dece
rev   line source
nuclear@2 1 #include "boolanm.h"
nuclear@2 2
nuclear@2 3 static long default_get_msec();
nuclear@2 4
nuclear@2 5 BoolAnim::BoolAnim(bool st)
nuclear@2 6 {
nuclear@2 7 value = st ? 1.0 : 0.0;
nuclear@2 8 trans_dir = 0.0;
nuclear@2 9 trans_start = 0;
nuclear@2 10 trans_dur = 1000;
nuclear@2 11 get_msec = default_get_msec;
nuclear@2 12 }
nuclear@2 13
nuclear@2 14 void BoolAnim::update(long tm) const
nuclear@2 15 {
nuclear@2 16 if(trans_dir == 0.0) return;
nuclear@2 17
nuclear@2 18 float dt = (tm - trans_start) / 1000.0;
nuclear@2 19 float t = dt / (trans_dur / 1000.0);
nuclear@2 20
nuclear@2 21 if(trans_dir > 0.0) {
nuclear@2 22 value = t;
nuclear@2 23 } else {
nuclear@2 24 value = 1.0 - t;
nuclear@2 25 }
nuclear@2 26
nuclear@2 27 if(value < 0.0) {
nuclear@2 28 value = 0.0;
nuclear@2 29 trans_dir = 0.0;
nuclear@2 30 } else if(value > 1.0) {
nuclear@2 31 value = 1.0;
nuclear@2 32 trans_dir = 0.0;
nuclear@2 33 }
nuclear@2 34 }
nuclear@2 35
nuclear@2 36 void BoolAnim::set_transition_duration(long dur)
nuclear@2 37 {
nuclear@2 38 trans_dur = dur;
nuclear@2 39 }
nuclear@2 40
nuclear@2 41 void BoolAnim::set_time_callback(long (*time_func)())
nuclear@2 42 {
nuclear@2 43 get_msec = time_func;
nuclear@2 44 }
nuclear@2 45
nuclear@2 46 void BoolAnim::change(bool st)
nuclear@2 47 {
nuclear@2 48 change(st, get_msec());
nuclear@2 49 }
nuclear@2 50
nuclear@2 51 void BoolAnim::change(bool st, long tm)
nuclear@2 52 {
nuclear@2 53 trans_dir = st ? 1.0 : -1.0;
nuclear@2 54 trans_start = tm;
nuclear@2 55 }
nuclear@2 56
nuclear@2 57 bool BoolAnim::get_state() const
nuclear@2 58 {
nuclear@2 59 return get_state(get_msec());
nuclear@2 60 }
nuclear@2 61
nuclear@2 62 bool BoolAnim::get_state(long tm) const
nuclear@2 63 {
nuclear@2 64 update(tm);
nuclear@2 65
nuclear@2 66 // if we're not in transition use the value (should be 0 or 1)
nuclear@2 67 if(trans_dir == 0.0) {
nuclear@2 68 return value > 0.5;
nuclear@2 69 }
nuclear@2 70
nuclear@2 71 // if we're in transition base it on the direction of the transition
nuclear@2 72 return trans_dir > 0.0;
nuclear@2 73 }
nuclear@2 74
nuclear@2 75 float BoolAnim::get_value() const
nuclear@2 76 {
nuclear@2 77 return get_value(get_msec());
nuclear@2 78 }
nuclear@2 79
nuclear@2 80 float BoolAnim::get_value(long tm) const
nuclear@2 81 {
nuclear@2 82 update(tm);
nuclear@2 83 return value;
nuclear@2 84 }
nuclear@2 85
nuclear@2 86 float BoolAnim::get_dir() const
nuclear@2 87 {
nuclear@2 88 return get_dir(get_msec());
nuclear@2 89 }
nuclear@2 90
nuclear@2 91 float BoolAnim::get_dir(long tm) const
nuclear@2 92 {
nuclear@2 93 update(tm);
nuclear@2 94 return trans_dir;
nuclear@2 95 }
nuclear@2 96
nuclear@2 97 BoolAnim::operator bool() const
nuclear@2 98 {
nuclear@2 99 return get_state();
nuclear@2 100 }
nuclear@2 101
nuclear@2 102 BoolAnim::operator float() const
nuclear@2 103 {
nuclear@2 104 return get_value();
nuclear@2 105 }
nuclear@2 106
nuclear@2 107 #ifdef WIN32
nuclear@2 108 #include <windows.h>
nuclear@2 109
nuclear@2 110 static long default_get_msec()
nuclear@2 111 {
nuclear@2 112 return GetTickCount();
nuclear@2 113 }
nuclear@2 114 #else
nuclear@2 115 #include <sys/time.h>
nuclear@2 116
nuclear@2 117 static long default_get_msec()
nuclear@2 118 {
nuclear@2 119 static struct timeval tv0;
nuclear@2 120 struct timeval tv;
nuclear@2 121
nuclear@2 122 gettimeofday(&tv, 0);
nuclear@2 123 if(tv0.tv_sec == 0 && tv0.tv_usec == 0) {
nuclear@2 124 tv0 = tv;
nuclear@2 125 return 0;
nuclear@2 126 }
nuclear@2 127 return (tv.tv_sec - tv0.tv_sec) * 1000 + (tv.tv_usec - tv0.tv_usec) / 1000;
nuclear@2 128 }
nuclear@2 129 #endif