mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-21 21:55:38 +00:00
Added a fade in from black for ViewController.
Added LambdaAnimation (which lets you use a lambda for the apply method). Useful for simple one-off animations. Added animation slots - only one animation can play per slot. This way you can have two animations run at the same time.
This commit is contained in:
parent
67818d5727
commit
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@ -203,6 +203,7 @@ set(ES_HEADERS
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${CMAKE_CURRENT_SOURCE_DIR}/src/animations/Animation.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/animations/AnimationController.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/animations/LambdaAnimation.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/animations/LaunchAnimation.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/animations/MoveCameraAnimation.h
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@ -7,12 +7,20 @@
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GuiComponent::GuiComponent(Window* window) : mWindow(window), mParent(NULL), mOpacity(255),
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mPosition(Eigen::Vector3f::Zero()), mSize(Eigen::Vector2f::Zero()), mTransform(Eigen::Affine3f::Identity())
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{
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for(unsigned char i = 0; i < MAX_ANIMATIONS; i++)
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mAnimationMap[i] = NULL;
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}
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GuiComponent::~GuiComponent()
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{
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mWindow->removeGui(this);
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for(unsigned char i = 0; i < MAX_ANIMATIONS; i++)
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{
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if(mAnimationMap[i])
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delete mAnimationMap[i];
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}
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if(mParent)
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mParent->removeChild(this);
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@ -33,8 +41,19 @@ bool GuiComponent::input(InputConfig* config, Input input)
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void GuiComponent::update(int deltaTime)
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{
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if(mAnimationController)
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mAnimationController->update(deltaTime);
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for(unsigned char i = 0; i < MAX_ANIMATIONS; i++)
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{
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AnimationController* anim = mAnimationMap[i];
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if(anim)
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{
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bool done = anim->update(deltaTime);
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if(done)
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{
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mAnimationMap[i] = NULL;
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delete anim;
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}
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}
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}
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for(unsigned int i = 0; i < getChildCount(); i++)
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{
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@ -186,12 +205,23 @@ void GuiComponent::textInput(const char* text)
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}
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}
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void GuiComponent::setAnimation(Animation* anim, std::function<void()> finishedCallback, bool reverse)
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void GuiComponent::setAnimation(Animation* anim, std::function<void()> finishedCallback, bool reverse, unsigned char slot)
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{
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mAnimationController = std::shared_ptr<AnimationController>(new AnimationController(anim, finishedCallback, reverse));
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assert(slot < MAX_ANIMATIONS);
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AnimationController* oldAnim = mAnimationMap[slot];
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mAnimationMap[slot] = new AnimationController(anim, finishedCallback, reverse);
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if(oldAnim)
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delete oldAnim;
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}
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void GuiComponent::stopAnimation()
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void GuiComponent::stopAnimation(unsigned char slot)
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{
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mAnimationController.reset();
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assert(slot < MAX_ANIMATIONS);
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if(mAnimationMap[slot])
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{
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delete mAnimationMap[slot];
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mAnimationMap[slot] = NULL;
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}
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}
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@ -52,8 +52,8 @@ public:
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GuiComponent* getChild(unsigned int i) const;
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// animation will be automatically deleted when it completes or is stopped.
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void setAnimation(Animation* animation, std::function<void()> finishedCallback = nullptr, bool reverse = false);
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void stopAnimation();
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void setAnimation(Animation* animation, std::function<void()> finishedCallback = nullptr, bool reverse = false, unsigned char slot = 0);
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void stopAnimation(unsigned char slot);
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virtual unsigned char getOpacity() const;
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virtual void setOpacity(unsigned char opacity);
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@ -78,9 +78,12 @@ protected:
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Eigen::Vector3f mPosition;
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Eigen::Vector2f mSize;
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public:
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const static unsigned char MAX_ANIMATIONS = 4;
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private:
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Eigen::Affine3f mTransform; //Don't access this directly! Use getTransform()!
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std::shared_ptr<AnimationController> mAnimationController;
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AnimationController* mAnimationMap[MAX_ANIMATIONS];
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};
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#endif
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@ -13,7 +13,7 @@ AnimationController::~AnimationController()
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delete mAnimation;
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}
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void AnimationController::update(int deltaTime)
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bool AnimationController::update(int deltaTime)
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{
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mTime += deltaTime;
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float t = (float)mTime / mAnimation->getDuration();
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@ -26,13 +26,7 @@ void AnimationController::update(int deltaTime)
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mAnimation->apply(mReverse ? 1.0f - t : t);
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if(t == 1.0f)
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{
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if(mFinishedCallback)
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{
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// in case mFinishedCallback causes us to be deleted, use a copy
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auto copy = mFinishedCallback;
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mFinishedCallback = nullptr;
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copy();
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}
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}
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return true;
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return false;
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}
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@ -12,7 +12,8 @@ public:
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AnimationController(Animation* anim, std::function<void()> finishedCallback = nullptr, bool reverse = false);
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virtual ~AnimationController();
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void update(int deltaTime);
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// Returns true if the animation is complete.
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bool update(int deltaTime);
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private:
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Animation* mAnimation;
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20
src/animations/LambdaAnimation.h
Normal file
20
src/animations/LambdaAnimation.h
Normal file
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@ -0,0 +1,20 @@
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#pragma once
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#include "Animation.h"
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class LambdaAnimation : public Animation
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{
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public:
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LambdaAnimation(const std::function<void(float t)>& func, int duration) : mFunction(func), mDuration(duration) {}
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int getDuration() const override { return mDuration; }
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void apply(float t) override
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{
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mFunction(t);
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}
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private:
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std::function<void(float t)> mFunction;
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int mDuration;
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};
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@ -182,7 +182,7 @@ int main(int argc, char* argv[])
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bool sleeping = false;
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unsigned int timeSinceLastEvent = 0;
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int lastTime = 0;
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int lastTime = SDL_GetTicks();
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bool running = true;
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while(running)
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@ -230,8 +230,8 @@ int main(int argc, char* argv[])
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deltaTime = 1000;
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window.update(deltaTime);
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Renderer::swapBuffers(); //swap here so we can read the last screen state during updates (see ImageComponent::copyScreen())
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window.render();
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Renderer::swapBuffers();
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//sleep if we're past our threshold
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//sleeping entails setting a flag to start skipping frames
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@ -7,10 +7,13 @@
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#include "GridGameListView.h"
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#include "../animations/LaunchAnimation.h"
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#include "../animations/MoveCameraAnimation.h"
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#include "../animations/LambdaAnimation.h"
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ViewController::ViewController(Window* window)
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: GuiComponent(window), mCurrentView(nullptr), mCamera(Eigen::Affine3f::Identity()), mFadeOpacity(0)
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: GuiComponent(window), mCurrentView(nullptr), mCamera(Eigen::Affine3f::Identity()), mFadeOpacity(1)
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{
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// slot 1 so the fade carries over
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setAnimation(new LambdaAnimation([&] (float t) { mFadeOpacity = lerp<float>(1.0f, 0.0f, t); }, 900), nullptr, false, 1);
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mState.viewing = START_SCREEN;
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}
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@ -95,11 +98,13 @@ void ViewController::launch(FileData* game, Eigen::Vector3f center)
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return;
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}
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game->getSystem()->getTheme()->playSound("gameSelectSound");
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Eigen::Affine3f origCamera = mCamera;
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origCamera.translation() = -mCurrentView->getPosition();
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center += mCurrentView->getPosition();
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stopAnimation(1); // make sure the fade in isn't still playing
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setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 1500), [this, origCamera, center, game]
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{
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game->getSystem()->launchGame(mWindow, game);
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