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mirror of git://projects.qi-hardware.com/gmenu2x.git synced 2024-11-29 09:30:39 +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.
This commit is contained in:
Maarten ter Huurne 2013-08-12 19:41:56 +02:00
parent f820bf8d6e
commit 90afa096e7
6 changed files with 26 additions and 50 deletions

View File

@ -22,7 +22,6 @@ struct ContextMenu::MenuOption {
ContextMenu::ContextMenu(GMenu2X &gmenu2x, Menu &menu)
: gmenu2x(gmenu2x)
, menu(menu)
, fadeAlpha(0)
, selected(0)
{
Translator &tr = gmenu2x.tr;
@ -95,24 +94,20 @@ ContextMenu::ContextMenu(GMenu2X &gmenu2x, Menu &menu)
// Init background fade animation.
tickStart = SDL_GetTicks();
startAnimating();
fadeAlpha = 0;
}
void ContextMenu::runAnimations()
bool ContextMenu::runAnimations()
{
if (fadeAlpha < 200) {
const long tickNow = SDL_GetTicks();
fadeAlpha = intTransition(0, 200, tickStart, 500, tickNow);
if (fadeAlpha == 200) {
stopAnimating();
}
}
return fadeAlpha < 200;
}
void ContextMenu::paint(Surface &s)
{
runAnimations();
Font *font = gmenu2x.font;
// Darken background.

View File

@ -21,6 +21,7 @@ public:
ContextMenu(GMenu2X &gmenu2x, Menu &menu);
// Layer implementation:
virtual bool runAnimations();
virtual void paint(Surface &s);
virtual bool handleButtonPress(InputManager::Button button);
virtual bool handleTouchscreen(Touchscreen &ts);
@ -28,8 +29,6 @@ public:
private:
struct MenuOption;
void runAnimations();
GMenu2X &gmenu2x;
Menu &menu;
std::vector<std::shared_ptr<MenuOption>> options;

View File

@ -591,24 +591,21 @@ void GMenu2X::main() {
bool quit = false;
while (!quit) {
// Check whether any layers are animating and remove dismissed layers
// from the stack.
bool animating = false;
// Remove dismissed layers from the stack.
for (auto it = layers.begin(); it != layers.end(); ) {
auto layer = *it;
switch (layer->getStatus()) {
case Layer::Status::DISMISSED:
it = layers.erase(it);
break;
case Layer::Status::ANIMATING:
animating = true;
// fall through
case Layer::Status::PASSIVE:
++it;
break;
if ((*it)->getStatus() == Layer::Status::DISMISSED) {
it = layers.erase(it);
} else {
++it;
}
}
// Run animations.
bool animating = false;
for (auto layer : layers) {
animating |= layer->runAnimations();
}
// Paint layers.
for (auto layer : layers) {
layer->paint(*s);

View File

@ -16,10 +16,16 @@ class Touchscreen;
*/
class Layer {
public:
enum class Status { PASSIVE, ANIMATING, DISMISSED };
enum class Status { DISMISSED, NORMAL };
virtual ~Layer() {}
/**
* Perform one frame worth of animation.
* Returns true iff there are any animations in progress.
*/
virtual bool runAnimations() { return false; }
/**
* Paints this layer on the given surface.
*/
@ -50,22 +56,8 @@ protected:
status = Status::DISMISSED;
}
/**
* Request that this layer be repainted every frame.
*/
void startAnimating() {
if (status == Status::PASSIVE) status = Status::ANIMATING;
}
/**
* Request that this layer be repainted only after an event.
*/
void stopAnimating() {
if (status == Status::ANIMATING) status = Status::PASSIVE;
}
private:
Status status = Status::PASSIVE;
Status status = Status::NORMAL;
};
#endif // LAYER_H

View File

@ -171,18 +171,14 @@ void Menu::calcSectionRange(int &leftSection, int &rightSection) {
rightSection - numSections + 1);
}
void Menu::runAnimations() {
bool Menu::runAnimations() {
if (sectionAnimation.isRunning()) {
sectionAnimation.step();
if (!sectionAnimation.isRunning()) {
stopAnimating();
}
}
return sectionAnimation.isRunning();
}
void Menu::paint(Surface &s) {
runAnimations();
const uint width = s.width(), height = s.height();
Font &font = *gmenu2x->font;
SurfaceCollection &sc = gmenu2x->sc;
@ -371,13 +367,11 @@ vector<Link*> *Menu::sectionLinks(int i) {
void Menu::decSectionIndex() {
sectionAnimation.adjust(-1 << 16);
startAnimating();
setSectionIndex(iSection - 1);
}
void Menu::incSectionIndex() {
sectionAnimation.adjust(1 << 16);
startAnimating();
setSectionIndex(iSection + 1);
}

View File

@ -65,8 +65,6 @@ private:
Animation sectionAnimation;
void runAnimations();
/**
* Determine which section headers are visible.
* The output values are relative to the middle section at 0.
@ -127,6 +125,7 @@ public:
void skinUpdated();
// Layer implementation:
virtual bool runAnimations();
virtual void paint(Surface &s);
virtual bool handleButtonPress(InputManager::Button button);
virtual bool handleTouchscreen(Touchscreen &ts);