130 lines
2.5 KiB
C++
130 lines
2.5 KiB
C++
// animation.cpp - GUIAnimation object
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <fcntl.h>
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#include <sys/reboot.h>
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#include <sys/stat.h>
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#include <sys/time.h>
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#include <sys/mman.h>
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#include <sys/types.h>
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#include <sys/ioctl.h>
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#include <time.h>
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#include <unistd.h>
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#include <stdlib.h>
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#include <string>
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extern "C" {
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#include "../twcommon.h"
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}
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#include "../minuitwrp/minui.h"
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#include "rapidxml.hpp"
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#include "objects.hpp"
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GUIAnimation::GUIAnimation(xml_node<>* node) : GUIObject(node)
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{
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xml_node<>* child;
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mAnimation = NULL;
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mFrame = 1;
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mFPS = 1;
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mLoop = -1;
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mRender = 1;
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mUpdateCount = 0;
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if (!node) return;
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mAnimation = LoadAttrAnimation(FindNode(node, "resource"), "name");
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// Load the placement
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LoadPlacement(FindNode(node, "placement"), &mRenderX, &mRenderY, NULL, NULL, &mPlacement);
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child = FindNode(node, "speed");
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if (child)
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{
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mFPS = LoadAttrInt(child, "fps", mFPS);
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mRender = LoadAttrInt(child, "render", mRender);
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}
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if (mFPS > 30) mFPS = 30;
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child = FindNode(node, "loop");
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if (child)
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{
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xml_attribute<>* attr = child->first_attribute("frame");
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if (attr)
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mLoop = atoi(attr->value()) - 1;
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mFrame = LoadAttrInt(child, "start", mFrame);
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}
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// Fetch the render sizes
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if (mAnimation && mAnimation->GetResource())
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{
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mRenderW = mAnimation->GetWidth();
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mRenderH = mAnimation->GetHeight();
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// Adjust for placement
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if (mPlacement != TOP_LEFT && mPlacement != BOTTOM_LEFT)
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{
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if (mPlacement == CENTER)
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mRenderX -= (mRenderW / 2);
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else
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mRenderX -= mRenderW;
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}
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if (mPlacement != TOP_LEFT && mPlacement != TOP_RIGHT)
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{
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if (mPlacement == CENTER)
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mRenderY -= (mRenderH / 2);
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else
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mRenderY -= mRenderH;
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}
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SetPlacement(TOP_LEFT);
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}
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}
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int GUIAnimation::Render(void)
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{
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if (!isConditionTrue())
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return 0;
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if (!mAnimation || !mAnimation->GetResource(mFrame)) return -1;
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gr_blit(mAnimation->GetResource(mFrame), 0, 0, mRenderW, mRenderH, mRenderX, mRenderY);
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return 0;
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}
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int GUIAnimation::Update(void)
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{
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if (!isConditionTrue())
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return 0;
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if (!mAnimation) return -1;
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// Handle the "end-of-animation" state
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if (mLoop == -2) return 0;
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// Determine if we need the next frame yet...
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if (++mUpdateCount > 30 / mFPS)
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{
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mUpdateCount = 0;
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if (++mFrame >= mAnimation->GetResourceCount())
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{
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if (mLoop < 0)
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{
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mFrame = mAnimation->GetResourceCount() - 1;
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mLoop = -2;
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}
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else
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mFrame = mLoop;
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}
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if (mRender == 2) return 2;
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return (Render() == 0 ? 1 : -1);
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}
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return 0;
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}
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