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https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 14:15:38 +00:00
Added cancelAnimation(slot) to GuiComponent.
Like stopAnimation, but does not call finishedCallback. All animations are now canceled when a GuiComponent is deleted (fixes a crash when closing ES while the "launch game" animation is playing).
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@ -16,11 +16,7 @@ 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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cancelAllAnimations();
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if(mParent)
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mParent->removeChild(this);
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@ -227,6 +223,29 @@ void GuiComponent::stopAnimation(unsigned char slot)
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}
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}
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void GuiComponent::cancelAnimation(unsigned char slot)
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{
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assert(slot < MAX_ANIMATIONS);
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if(mAnimationMap[slot])
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{
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mAnimationMap[slot]->removeFinishedCallback();
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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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void GuiComponent::stopAllAnimations()
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{
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for(unsigned char i = 0; i < MAX_ANIMATIONS; i++)
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stopAnimation(i);
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}
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void GuiComponent::cancelAllAnimations()
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{
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for(unsigned char i = 0; i < MAX_ANIMATIONS; i++)
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cancelAnimation(i);
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}
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bool GuiComponent::isAnimationPlaying(unsigned char slot) const
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{
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return mAnimationMap[slot] != NULL;
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@ -60,6 +60,9 @@ public:
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int getAnimationTime(unsigned char slot) const;
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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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void cancelAnimation(unsigned char slot); // like stopAnimation, but doesn't call finishedCallback - only removes the animation, leaving things in their current state
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void stopAllAnimations();
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void cancelAllAnimations();
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virtual unsigned char getOpacity() const;
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virtual void setOpacity(unsigned char opacity);
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@ -7,7 +7,6 @@
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class AnimationController
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{
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public:
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// FinishedCallback is guaranteed to be called exactly once, even if the animation does not finish normally.
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// Takes ownership of anim (will delete in destructor).
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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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@ -17,6 +16,9 @@ public:
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inline bool isReversed() const { return mReverse; }
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inline int getTime() const { return mTime; }
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inline const std::function<void()>& getFinishedCallback() const { return mFinishedCallback; }
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inline void removeFinishedCallback() { mFinishedCallback = nullptr; }
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private:
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Animation* mAnimation;
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