Updating a few more things to state events, will probably stop here for now and revist the trailing things later.
This commit is contained in:
@ -1,40 +1,41 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "event/Event.hpp"
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#include "Easing.hpp"
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#include "util/mathutils.hpp"
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namespace Dawn {
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struct Animation {
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public:
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bool_t loop = false;
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bool_t finished = false;
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float_t time = 0;
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float_t duration = 0;
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Event<> eventAnimationEnd;
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/**
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* Ticks the animation along. Delta is whatever you want to update the
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* animation by (in seconds). Animations can overshoot if necessary and
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* will not be clamped (by default). Subclasses may interpret ticks in
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* different ways.
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*
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* @param delta Time delta (in seconds) to tick the animaiton by.
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*/
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virtual void tick(float_t delta) = 0;
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/**
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* Restart a running animation.
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*/
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virtual void restart();
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/**
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* Clears an animaton of all its animation items and keyframes.
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*/
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virtual void clear();
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};
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "state/State.hpp"
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#include "Easing.hpp"
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#include "util/mathutils.hpp"
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namespace Dawn {
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struct Animation {
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public:
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bool_t loop = false;
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bool_t finished = false;
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float_t time = 0;
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float_t duration = 0;
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Event<> eventAnimationEnd;
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StateEvent<> event2AnimationEnd;
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/**
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* Ticks the animation along. Delta is whatever you want to update the
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* animation by (in seconds). Animations can overshoot if necessary and
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* will not be clamped (by default). Subclasses may interpret ticks in
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* different ways.
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*
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* @param delta Time delta (in seconds) to tick the animaiton by.
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*/
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virtual void tick(float_t delta) = 0;
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/**
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* Restart a running animation.
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*/
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virtual void restart();
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/**
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* Clears an animaton of all its animation items and keyframes.
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*/
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virtual void clear();
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};
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}
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@ -1,205 +1,206 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "Animation.hpp"
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namespace Dawn {
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template<typename T>
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struct SimpleKeyframe {
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float_t time;
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T value;
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};
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template<typename T>
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struct SimpleAnimation : public Animation {
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protected:
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/**
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* Function for subclasses to be "notified" when the value has been
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* modified.
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*/
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virtual void onValueModified() {
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}
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/**
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* Sorts internal keyframes by their time to make them conform correctly.
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*/
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void sortKeyframes() {
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std::sort(
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this->keyframes.begin(),
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this->keyframes.end(),
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[](struct SimpleKeyframe<T> &a, struct SimpleKeyframe<T> &b) {
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return a.time < b.time;
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}
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);
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}
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public:
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easefunction_t *easing = &easeLinear;
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T *modifies;
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std::vector<struct SimpleKeyframe<T>> keyframes;
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/**
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* Constructs a new Simple Animation instance.
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*
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* @param modifies Pointer to the value that will be modified.
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*/
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SimpleAnimation(T *modifies) {
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assertNotNull(modifies);
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this->modifies = modifies;
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}
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/**
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* Adds a keyframe that will be slerped to at a given time.
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*
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* @param time Time the keyframe occurs.
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* @param value Value at this given time.
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*/
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void addKeyframe(float_t time, T value) {
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assertTrue(time >= 0);
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struct SimpleKeyframe<T> keyframe;
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keyframe.time = time;
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keyframe.value = value;
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this->duration = mathMax<float_t>(this->duration, time);
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this->finished = false;
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this->keyframes.push_back(keyframe);
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if(time < this->duration) this->sortKeyframes();
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}
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/**
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* Quickly add a series of keyframes. For example, if you want to have a
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* keyframe series of;
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* [ 1, 3, 5, 7, 9 ]
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*
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* And occur at times
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* [ 0, 2, 4, 6, 8 ]
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*
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* You would pass frameTime as 2, and step as 2.
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*
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* @param startTime When the first keyframe occurs.
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* @param frameTime At what rate do keyframes occur.
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* @param start Initial value (the value at startTime).
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* @param end The end value (for the last keyframe).
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* @param step How to step the value.
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*/
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void addSequentialKeyframes(
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float_t startTime,
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float_t frameTime,
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T start,
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T end,
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T step
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) {
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T v = start;
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float_t n = startTime;
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while(v != end) {
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this->addKeyframe(n, v);
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n += frameTime;
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v += step;
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}
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}
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/**
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* Shorthand addSequentialKeyframes, assumes a step of 1 and a startTime
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* of 0.
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*
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* @param frameTime Time between frames.
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* @param start Initial value.
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* @param end End value.
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*/
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void addSequentialKeyframes(float_t frameTime, T start, T end) {
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this->addSequentialKeyframes(0, frameTime, start, end, 1);
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}
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/**
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* Immediately sets the value, bypassing keyframes and ticks. Useful for
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* setting an initial value.
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*
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* @param value Value to set.
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*/
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void setValue(T value) {
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*modifies = value;
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this->onValueModified();
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}
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void tick(float_t delta) override {
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if(this->finished) return;
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float_t newTime = this->time + delta;
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struct SimpleKeyframe<T> *keyframeNext = nullptr;
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struct SimpleKeyframe<T> *keyframeCurrent = nullptr;
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// Find current and next keyframe(s)
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auto itKey = this->keyframes.begin();
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while(itKey != this->keyframes.end()) {
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if(itKey->time > newTime) {
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keyframeNext = &(*itKey);
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break;
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}
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keyframeCurrent = &(*itKey);
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++itKey;
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}
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// Update values
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if(keyframeCurrent != nullptr && keyframeNext == nullptr) {
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// "End of animation"
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*this->modifies = keyframeCurrent->value;
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this->onValueModified();
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} else if(keyframeNext != nullptr) {
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T oldValue;
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float_t oldTime;
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if(keyframeCurrent == nullptr) {
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// "Start of animation"
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oldValue = keyframeCurrent->value;
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oldTime = keyframeCurrent->time;
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} else {
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// "Mid animation"
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oldTime = this->time;
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oldValue = *this->modifies;
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}
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// Slerp between keyframes
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float_t keyframeDelta = this->easing(
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(newTime - oldTime) / (keyframeNext->time - oldTime)
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);
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*this->modifies = oldValue + (
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(keyframeNext->value - oldValue) * keyframeDelta
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);
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this->onValueModified();
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}
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// First possible frame? I think this can be done cleaner
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if(this->time == 0 && keyframeCurrent->time == 0) {
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*this->modifies = keyframeCurrent->value;
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this->onValueModified();
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}
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// Update time.
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this->time = newTime;
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// Has the animation finished?
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if(newTime < this->duration) return;
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// Do we need to loop?
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if(this->loop) {
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this->time = 0;
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return;
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}
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// Animation end.
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this->finished = true;
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this->eventAnimationEnd.invoke();
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}
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void clear() override {
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Animation::clear();
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this->keyframes.clear();
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}
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};
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "Animation.hpp"
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namespace Dawn {
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template<typename T>
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struct SimpleKeyframe {
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float_t time;
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T value;
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};
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template<typename T>
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struct SimpleAnimation : public Animation {
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protected:
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/**
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* Function for subclasses to be "notified" when the value has been
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* modified.
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*/
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virtual void onValueModified() {
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}
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/**
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* Sorts internal keyframes by their time to make them conform correctly.
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*/
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void sortKeyframes() {
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std::sort(
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this->keyframes.begin(),
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this->keyframes.end(),
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[](struct SimpleKeyframe<T> &a, struct SimpleKeyframe<T> &b) {
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return a.time < b.time;
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}
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);
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}
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public:
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easefunction_t *easing = &easeLinear;
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T *modifies;
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std::vector<struct SimpleKeyframe<T>> keyframes;
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/**
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* Constructs a new Simple Animation instance.
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*
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* @param modifies Pointer to the value that will be modified.
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*/
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SimpleAnimation(T *modifies) {
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assertNotNull(modifies);
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this->modifies = modifies;
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}
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/**
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* Adds a keyframe that will be slerped to at a given time.
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*
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* @param time Time the keyframe occurs.
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* @param value Value at this given time.
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*/
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void addKeyframe(float_t time, T value) {
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assertTrue(time >= 0);
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struct SimpleKeyframe<T> keyframe;
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keyframe.time = time;
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keyframe.value = value;
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this->duration = mathMax<float_t>(this->duration, time);
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this->finished = false;
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this->keyframes.push_back(keyframe);
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if(time < this->duration) this->sortKeyframes();
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}
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/**
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* Quickly add a series of keyframes. For example, if you want to have a
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* keyframe series of;
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* [ 1, 3, 5, 7, 9 ]
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*
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* And occur at times
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* [ 0, 2, 4, 6, 8 ]
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*
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* You would pass frameTime as 2, and step as 2.
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*
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* @param startTime When the first keyframe occurs.
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* @param frameTime At what rate do keyframes occur.
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* @param start Initial value (the value at startTime).
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* @param end The end value (for the last keyframe).
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* @param step How to step the value.
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*/
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void addSequentialKeyframes(
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float_t startTime,
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float_t frameTime,
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T start,
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T end,
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T step
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) {
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T v = start;
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float_t n = startTime;
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while(v != end) {
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this->addKeyframe(n, v);
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n += frameTime;
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v += step;
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}
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}
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/**
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* Shorthand addSequentialKeyframes, assumes a step of 1 and a startTime
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* of 0.
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*
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* @param frameTime Time between frames.
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* @param start Initial value.
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* @param end End value.
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*/
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void addSequentialKeyframes(float_t frameTime, T start, T end) {
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this->addSequentialKeyframes(0, frameTime, start, end, 1);
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}
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/**
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* Immediately sets the value, bypassing keyframes and ticks. Useful for
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* setting an initial value.
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*
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* @param value Value to set.
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*/
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void setValue(T value) {
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*modifies = value;
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this->onValueModified();
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}
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void tick(float_t delta) override {
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if(this->finished) return;
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float_t newTime = this->time + delta;
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struct SimpleKeyframe<T> *keyframeNext = nullptr;
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struct SimpleKeyframe<T> *keyframeCurrent = nullptr;
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// Find current and next keyframe(s)
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auto itKey = this->keyframes.begin();
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while(itKey != this->keyframes.end()) {
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if(itKey->time > newTime) {
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keyframeNext = &(*itKey);
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break;
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}
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keyframeCurrent = &(*itKey);
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++itKey;
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}
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// Update values
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if(keyframeCurrent != nullptr && keyframeNext == nullptr) {
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// "End of animation"
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*this->modifies = keyframeCurrent->value;
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this->onValueModified();
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} else if(keyframeNext != nullptr) {
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T oldValue;
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float_t oldTime;
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if(keyframeCurrent == nullptr) {
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// "Start of animation"
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oldValue = keyframeCurrent->value;
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oldTime = keyframeCurrent->time;
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} else {
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// "Mid animation"
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oldTime = this->time;
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oldValue = *this->modifies;
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}
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// Slerp between keyframes
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float_t keyframeDelta = this->easing(
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(newTime - oldTime) / (keyframeNext->time - oldTime)
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);
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*this->modifies = oldValue + (
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(keyframeNext->value - oldValue) * keyframeDelta
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);
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this->onValueModified();
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}
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// First possible frame? I think this can be done cleaner
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if(this->time == 0 && keyframeCurrent->time == 0) {
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*this->modifies = keyframeCurrent->value;
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this->onValueModified();
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}
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// Update time.
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this->time = newTime;
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// Has the animation finished?
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if(newTime < this->duration) return;
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// Do we need to loop?
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if(this->loop) {
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this->time = 0;
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return;
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}
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// Animation end.
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this->finished = true;
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this->eventAnimationEnd.invoke();
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this->event2AnimationEnd.invoke();
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}
|
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|
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void clear() override {
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Animation::clear();
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this->keyframes.clear();
|
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}
|
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};
|
||||
}
|
Reference in New Issue
Block a user