blob: 1e9a87d3f2804062e1afe99b97cfc5c8fcdc40a2 (
plain) (
tree)
|
|
// animation.cpp - GUIAnimation object
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#include <sys/reboot.h>
#include <sys/stat.h>
#include <sys/time.h>
#include <sys/mman.h>
#include <sys/types.h>
#include <sys/ioctl.h>
#include <time.h>
#include <unistd.h>
#include <stdlib.h>
#include <string>
extern "C" {
#include "../twcommon.h"
#include "../minuitwrp/minui.h"
}
#include "rapidxml.hpp"
#include "objects.hpp"
GUIAnimation::GUIAnimation(xml_node<>* node) : GUIObject(node)
{
xml_node<>* child;
xml_attribute<>* attr;
mAnimation = NULL;
mFrame = 1;
mFPS = 1;
mLoop = -1;
mRender = 1;
mUpdateCount = 0;
if (!node) return;
child = node->first_node("resource");
if (child)
{
mAnimation = LoadAttrAnimation(child, "name");
}
// Load the placement
LoadPlacement(node->first_node("placement"), &mRenderX, &mRenderY, NULL, NULL, &mPlacement);
child = node->first_node("speed");
if (child)
{
attr = child->first_attribute("fps");
if (attr)
mFPS = atoi(attr->value());
attr = child->first_attribute("render");
if (attr)
mRender = atoi(attr->value());
}
if (mFPS > 30) mFPS = 30;
child = node->first_node("loop");
if (child)
{
attr = child->first_attribute("frame");
if (attr)
mLoop = atoi(attr->value()) - 1;
attr = child->first_attribute("start");
if (attr)
mFrame = atoi(attr->value());
}
// Fetch the render sizes
if (mAnimation && mAnimation->GetResource())
{
mRenderW = mAnimation->GetWidth();
mRenderH = mAnimation->GetHeight();
// Adjust for placement
if (mPlacement != TOP_LEFT && mPlacement != BOTTOM_LEFT)
{
if (mPlacement == CENTER)
mRenderX -= (mRenderW / 2);
else
mRenderX -= mRenderW;
}
if (mPlacement != TOP_LEFT && mPlacement != TOP_RIGHT)
{
if (mPlacement == CENTER)
mRenderY -= (mRenderH / 2);
else
mRenderY -= mRenderH;
}
SetPlacement(TOP_LEFT);
}
}
int GUIAnimation::Render(void)
{
if(!isConditionTrue())
return 0;
if (!mAnimation || !mAnimation->GetResource(mFrame)) return -1;
gr_blit(mAnimation->GetResource(mFrame), 0, 0, mRenderW, mRenderH, mRenderX, mRenderY);
return 0;
}
int GUIAnimation::Update(void)
{
if(!isConditionTrue())
return 0;
if (!mAnimation) return -1;
// Handle the "end-of-animation" state
if (mLoop == -2) return 0;
// Determine if we need the next frame yet...
if (++mUpdateCount > 30 / mFPS)
{
mUpdateCount = 0;
if (++mFrame >= mAnimation->GetResourceCount())
{
if (mLoop < 0)
{
mFrame = mAnimation->GetResourceCount() - 1;
mLoop = -2;
}
else
mFrame = mLoop;
}
if (mRender == 2) return 2;
return (Render() == 0 ? 1 : -1);
}
return 0;
}
|