mirror of
git://projects.qi-hardware.com/gmenu2x.git
synced 2024-11-25 17:02:48 +02:00
Query animation status instead of storing it
This makes it a lot easier to support more than one possible animation in the same layer.
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@ -22,7 +22,6 @@ struct ContextMenu::MenuOption {
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ContextMenu::ContextMenu(GMenu2X &gmenu2x, Menu &menu)
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: gmenu2x(gmenu2x)
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, menu(menu)
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, fadeAlpha(0)
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, selected(0)
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{
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Translator &tr = gmenu2x.tr;
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@ -95,24 +94,20 @@ ContextMenu::ContextMenu(GMenu2X &gmenu2x, Menu &menu)
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// Init background fade animation.
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tickStart = SDL_GetTicks();
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startAnimating();
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fadeAlpha = 0;
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}
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void ContextMenu::runAnimations()
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bool ContextMenu::runAnimations()
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{
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if (fadeAlpha < 200) {
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const long tickNow = SDL_GetTicks();
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fadeAlpha = intTransition(0, 200, tickStart, 500, tickNow);
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if (fadeAlpha == 200) {
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stopAnimating();
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}
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}
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return fadeAlpha < 200;
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}
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void ContextMenu::paint(Surface &s)
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{
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runAnimations();
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Font *font = gmenu2x.font;
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// Darken background.
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@ -21,6 +21,7 @@ public:
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ContextMenu(GMenu2X &gmenu2x, Menu &menu);
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// Layer implementation:
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virtual bool runAnimations();
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virtual void paint(Surface &s);
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virtual bool handleButtonPress(InputManager::Button button);
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virtual bool handleTouchscreen(Touchscreen &ts);
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@ -28,8 +29,6 @@ public:
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private:
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struct MenuOption;
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void runAnimations();
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GMenu2X &gmenu2x;
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Menu &menu;
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std::vector<std::shared_ptr<MenuOption>> options;
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@ -591,24 +591,21 @@ void GMenu2X::main() {
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bool quit = false;
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while (!quit) {
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// Check whether any layers are animating and remove dismissed layers
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// from the stack.
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bool animating = false;
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// Remove dismissed layers from the stack.
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for (auto it = layers.begin(); it != layers.end(); ) {
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auto layer = *it;
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switch (layer->getStatus()) {
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case Layer::Status::DISMISSED:
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it = layers.erase(it);
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break;
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case Layer::Status::ANIMATING:
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animating = true;
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// fall through
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case Layer::Status::PASSIVE:
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++it;
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break;
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if ((*it)->getStatus() == Layer::Status::DISMISSED) {
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it = layers.erase(it);
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} else {
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++it;
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}
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}
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// Run animations.
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bool animating = false;
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for (auto layer : layers) {
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animating |= layer->runAnimations();
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}
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// Paint layers.
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for (auto layer : layers) {
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layer->paint(*s);
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24
src/layer.h
24
src/layer.h
@ -16,10 +16,16 @@ class Touchscreen;
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*/
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class Layer {
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public:
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enum class Status { PASSIVE, ANIMATING, DISMISSED };
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enum class Status { DISMISSED, NORMAL };
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virtual ~Layer() {}
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/**
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* Perform one frame worth of animation.
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* Returns true iff there are any animations in progress.
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*/
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virtual bool runAnimations() { return false; }
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/**
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* Paints this layer on the given surface.
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*/
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@ -50,22 +56,8 @@ protected:
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status = Status::DISMISSED;
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}
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/**
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* Request that this layer be repainted every frame.
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*/
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void startAnimating() {
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if (status == Status::PASSIVE) status = Status::ANIMATING;
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}
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/**
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* Request that this layer be repainted only after an event.
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*/
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void stopAnimating() {
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if (status == Status::ANIMATING) status = Status::PASSIVE;
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}
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private:
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Status status = Status::PASSIVE;
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Status status = Status::NORMAL;
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};
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#endif // LAYER_H
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10
src/menu.cpp
10
src/menu.cpp
@ -171,18 +171,14 @@ void Menu::calcSectionRange(int &leftSection, int &rightSection) {
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rightSection - numSections + 1);
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}
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void Menu::runAnimations() {
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bool Menu::runAnimations() {
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if (sectionAnimation.isRunning()) {
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sectionAnimation.step();
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if (!sectionAnimation.isRunning()) {
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stopAnimating();
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}
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}
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return sectionAnimation.isRunning();
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}
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void Menu::paint(Surface &s) {
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runAnimations();
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const uint width = s.width(), height = s.height();
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Font &font = *gmenu2x->font;
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SurfaceCollection &sc = gmenu2x->sc;
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@ -371,13 +367,11 @@ vector<Link*> *Menu::sectionLinks(int i) {
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void Menu::decSectionIndex() {
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sectionAnimation.adjust(-1 << 16);
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startAnimating();
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setSectionIndex(iSection - 1);
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}
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void Menu::incSectionIndex() {
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sectionAnimation.adjust(1 << 16);
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startAnimating();
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setSectionIndex(iSection + 1);
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}
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@ -65,8 +65,6 @@ private:
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Animation sectionAnimation;
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void runAnimations();
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/**
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* Determine which section headers are visible.
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* The output values are relative to the middle section at 0.
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@ -127,6 +125,7 @@ public:
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void skinUpdated();
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// Layer implementation:
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virtual bool runAnimations();
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virtual void paint(Surface &s);
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virtual bool handleButtonPress(InputManager::Button button);
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virtual bool handleTouchscreen(Touchscreen &ts);
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