ElementAnimation.h 2.9 KB

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  1. /*
  2. * This source file is part of libRocket, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://www.librocket.com
  5. *
  6. * Copyright (c) 2018 Michael Ragazzon
  7. *
  8. * Permission is hereby granted, free of charge, to any person obtaining a copy
  9. * of this software and associated documentation files (the "Software"), to deal
  10. * in the Software without restriction, including without limitation the rights
  11. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  12. * copies of the Software, and to permit persons to whom the Software is
  13. * furnished to do so, subject to the following conditions:
  14. *
  15. * The above copyright notice and this permission notice shall be included in
  16. * all copies or substantial portions of the Software.
  17. *
  18. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  19. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  20. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  21. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  22. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  23. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  24. * THE SOFTWARE.
  25. *
  26. */
  27. #ifndef ROCKETCOREELEMENTANIMATION_H
  28. #define ROCKETCOREELEMENTANIMATION_H
  29. #include "../../Include/Rocket/Core/Header.h"
  30. #include "../../Include/Rocket/Core/Property.h"
  31. namespace Rocket {
  32. namespace Core {
  33. struct AnimationKey {
  34. float time;
  35. Variant value;
  36. };
  37. class ElementAnimation
  38. {
  39. private:
  40. String property_name;
  41. Property::Unit property_unit;
  42. int property_specificity;
  43. float duration; // for a single iteration
  44. int num_iterations; // -1 for infinity
  45. bool alternate_direction; // between iterations
  46. std::vector<AnimationKey> keys;
  47. float last_update_time;
  48. float time_since_iteration_start;
  49. int current_iteration;
  50. bool reverse_direction; // if true, run time backwards
  51. bool animation_complete;
  52. public:
  53. ElementAnimation(const String& property_name, const Property& current_value, float time, float duration, int num_iterations, bool alternate_direction)
  54. : property_name(property_name), property_unit(current_value.unit), property_specificity(current_value.specificity),
  55. duration(duration), num_iterations(num_iterations), alternate_direction(alternate_direction),
  56. keys({ AnimationKey{0.0f, current_value.value} }),
  57. last_update_time(time), time_since_iteration_start(0.0f), current_iteration(0), reverse_direction(false), animation_complete(false)
  58. {}
  59. bool AddKey(float time, const Property& property, Element& element);
  60. Property UpdateAndGetProperty(float time);
  61. const String& GetPropertyName() const { return property_name; }
  62. float GetDuration() const { return duration; }
  63. void SetDuration(float duration) { this->duration = duration; }
  64. bool IsComplete() const { return animation_complete; }
  65. };
  66. }
  67. }
  68. #endif