Пример #1
0
void SequentialAnimation::animate(float const delta, Skeleton* skeleton)
{
  for(Animation::Reference& animation : animations)
  {
    if(!animation->isFinished())
    {
      animation->animate(delta, skeleton);

      if((loops == INFINITE_LOOPS || loop < loops) && animation->isFinished() && isFinished())
      {
        loop += 1;
        resetAnimations();
      }
      break;
    }
  }
}
Пример #2
0
void CompositeAnimation::updateKeyframeAnimations(RenderObject* renderer, const RenderStyle* currentStyle, RenderStyle* targetStyle)
{
    // Nothing to do if we don't have any animations, and didn't have any before
    if (m_keyframeAnimations.isEmpty() && !targetStyle->hasAnimations())
        return;
    
    // Nothing to do if the current and target animations are the same
    if (currentStyle && currentStyle->hasAnimations() && targetStyle->hasAnimations() && *(currentStyle->animations()) == *(targetStyle->animations()))
        return;
        
    int numAnims = 0;
    bool animsChanged = false;
    
    // see if the lists match
    if (targetStyle->animations()) {
        for (size_t i = 0; i < targetStyle->animations()->size(); ++i) {
            const Animation* anim = (*targetStyle->animations())[i].get();
            
            if (!anim->isValidAnimation())
                animsChanged = true;
            else {
                AtomicString name(anim->name());
                KeyframeAnimation* kfAnim = m_keyframeAnimations.get(name.impl());
                if (!kfAnim || !kfAnim->animationsMatch(anim))
                    animsChanged = true;
                else
                    if (anim) {
                        // animations match, but play states may differ. update if needed
                        kfAnim->updatePlayState(anim->playState() == AnimPlayStatePlaying);
                        
                        // set the saved animation to this new one, just in case the play state has changed
                        kfAnim->setAnimation(anim);
                    }
            }
            ++numAnims;
        }
    }
    
    if (!animsChanged && m_keyframeAnimations.size() != numAnims)
        animsChanged = true;

    if (!animsChanged)
        return;

    // animations have changed, update the list
    resetAnimations(renderer);

    if (!targetStyle->animations())
        return;

    // add all the new animations
    int index = 0;
    for (size_t i = 0; i < targetStyle->animations()->size(); ++i) {
        const Animation* anim = (*targetStyle->animations())[i].get();

        if (!anim->isValidAnimation())
            continue;
            
        // don't bother adding the animation if it has no keyframes or won't animate
        if ((anim->duration() || anim->delay()) && anim->iterationCount() &&
                                            anim->keyframeList().get() && !anim->keyframeList()->isEmpty()) {
            KeyframeAnimation* kfanim = new KeyframeAnimation(const_cast<Animation*>(anim), renderer, index++, this);
            m_keyframeAnimations.set(kfanim->name().impl(), kfanim);
        }
    }
}