/* * This source file is part of libRocket, the HTML/CSS Interface Middleware * * For the latest information, see http://www.librocket.com * * Copyright (c) 2018 Michael Ragazzon * * 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 ROCKETCOREELEMENTANIMATION_H #define ROCKETCOREELEMENTANIMATION_H #include "../../Include/Rocket/Core/Header.h" #include "../../Include/Rocket/Core/Property.h" #include "../../Include/Rocket/Core/Tween.h" namespace Rocket { namespace Core { struct AnimationKey { float time; // Local animation time (Zero means the time when the animation iteration starts) Property property; Tween tween; // Tweening between the previous and this key. Ignored for the first animation key. }; class ElementAnimation { private: String property_name; float duration; // for a single iteration int num_iterations; // -1 for infinity bool alternate_direction; // between iterations std::vector keys; double last_update_world_time; float time_since_iteration_start; int current_iteration; bool reverse_direction; bool animation_complete; bool is_transition; float GetInterpolationFactorAndKeys(int* out_key0, int* out_key1) const; public: ElementAnimation() {} ElementAnimation(const String& property_name, const Property& current_value, double start_world_time, float duration, int num_iterations, bool alternate_direction, bool is_transition); bool AddKey(float target_time, const Property & property, Element & element, Tween tween, bool extend_duration); Property UpdateAndGetProperty(double time, Element& element); const String& GetPropertyName() const { return property_name; } float GetDuration() const { return duration; } bool IsComplete() const { return animation_complete; } bool IsTransition() const { return is_transition; } float GetInterpolationFactor() const { return GetInterpolationFactorAndKeys(nullptr, nullptr); } }; } } #endif