📄 animate_e.cpp
字号:
// This file is part of Ambulant Player, www.ambulantplayer.org.//// Copyright (C) 2003-2007 Stichting CWI, // Kruislaan 413, 1098 SJ Amsterdam, The Netherlands.//// Ambulant Player is free software; you can redistribute it and/or modify// it under the terms of the GNU Lesser General Public License as published by// the Free Software Foundation; either version 2.1 of the License, or// (at your option) any later version.//// Ambulant Player is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the// GNU Lesser General Public License for more details.//// You should have received a copy of the GNU Lesser General Public License// along with Ambulant Player; if not, write to the Free Software// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA/* * @$Id: animate_e.cpp,v 1.12 2007/02/12 14:15:14 jackjansen Exp $ */#include "ambulant/smil2/animate_e.h"#include "ambulant/smil2/animate_n.h"#include "ambulant/smil2/smil_layout.h"#include "ambulant/common/layout.h"#include "ambulant/lib/node.h"#include "ambulant/lib/callback.h"#include "ambulant/lib/event_processor.h"#include "ambulant/common/region_info.h"#include "ambulant/lib/logger.h"//#define AM_DBG if(1)#ifndef AM_DBG#define AM_DBG if(0)#endifusing namespace ambulant;using namespace smil2;animation_engine::animation_engine(lib::event_processor* evp, smil_layout_manager *layout) : m_event_processor(evp), m_layout(layout), m_counter(0), m_update_event(0) {}animation_engine::~animation_engine() {}// Register the provided animator as active// XXX: The animator may animate multiple attrs as for example in animateMotionvoid animation_engine::started(animate_node *animator) { const lib::node *target = animator->get_animation_target(); if(!target) return; node_animators_t& na = m_animators[target]; attribute_animators_t& aa = na[animator->get_animation_attr()]; aa.push_back(animator); m_counter++; if(m_update_event == 0) schedule_update(); AM_DBG { const time_attrs* ata = animator->get_time_attrs(); lib::logger::get_logger()->debug("%s[%s] started targeting %s.%s", ata->get_tag().c_str(), ata->get_id().c_str(), target->get_local_name().c_str(), animator->get_animation_attr().c_str()); }}// Remove animator from the active animationsvoid animation_engine::stopped(animate_node *animator) { const lib::node *target = animator->get_animation_target(); if(!target) return; const std::string aattr = animator->get_animation_attr(); node_animators_t& na = m_animators[target]; attribute_animators_t& aa = na[aattr]; aa.remove(animator); m_counter--; if(aa.empty()) { common::animation_destination *dst = m_layout->get_animation_destination(target); animate_registers regs; animator->read_dom_value(dst, regs); m_is_node_dirty = animator->set_animated_value(dst, regs); if(m_is_node_dirty) { common::animation_notification *anotif = m_layout->get_animation_notification(target); if(anotif) anotif->animated(); } }}// Evaluate all active animationsvoid animation_engine::update() { AM_DBG lib::logger::get_logger()->debug("Updating animators"); doc_animators_t::iterator it; for(it = m_animators.begin();it != m_animators.end();it++) update_node((*it).first, (*it).second);}// Evaluate all node animations and then apply themvoid animation_engine::update_node(const node *target, node_animators_t& animators) { m_is_node_dirty = false; common::animation_destination *dst = m_layout->get_animation_destination(target); node_animators_t::iterator it; for(it = animators.begin();it != animators.end();it++) update_attr((*it).first, (*it).second, dst); if(m_is_node_dirty) { common::animation_notification *anotif = m_layout->get_animation_notification(target); if(anotif) anotif->animated(); } } // Evaluate attribute animations taking into account additivityvoid animation_engine::update_attr(const std::string& attr, attribute_animators_t& animators, common::animation_destination *dst) { if(animators.empty()) return; // get the dom value // apply animations in list order: set or add to value // all animations are associated with the same type animate_node *animator = animators.front(); animate_registers regs; animator->read_dom_value(dst, regs); attribute_animators_t::iterator it; for(it = animators.begin();it != animators.end();it++) (*it)->apply_self_effect(regs); m_is_node_dirty = animator->set_animated_value(dst, regs); // XXX: Until the layout or the protocol with the layout is fixed // return always true e.g. always dirty m_is_node_dirty = true;}void animation_engine::update_callback() { if(!m_update_event) return; if(has_animations()) { update(); schedule_update(); } else { m_update_event = 0; }}void animation_engine::schedule_update() { m_update_event = new lib::no_arg_callback_event<animation_engine>(this, &animation_engine::update_callback); m_event_processor->add_event(m_update_event, 50, lib::ep_med);}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -