blob: 37f0d08721aab229e358e5d8ddce0f433ada2692 [file] [log] [blame]
// animation.cpp - GUIAnimation object
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#include <sys/reboot.h>
#include <sys/stat.h>
#include <sys/time.h>
#include <sys/mman.h>
#include <sys/types.h>
#include <sys/ioctl.h>
#include <time.h>
#include <unistd.h>
#include <stdlib.h>
#include <string>
extern "C" {
#include "../twcommon.h"
}
#include "../minuitwrp/minui.h"
#include "rapidxml.hpp"
#include "objects.hpp"
GUIAnimation::GUIAnimation(xml_node<>* node) : GUIObject(node)
{
xml_node<>* child;
mAnimation = NULL;
mFrame = 1;
mFPS = 1;
mLoop = -1;
mRender = 1;
mUpdateCount = 0;
if (!node) return;
mAnimation = LoadAttrAnimation(FindNode(node, "resource"), "name");
// Load the placement
LoadPlacement(FindNode(node, "placement"), &mRenderX, &mRenderY, NULL, NULL, &mPlacement);
child = FindNode(node, "speed");
if (child)
{
mFPS = LoadAttrInt(child, "fps", mFPS);
mRender = LoadAttrInt(child, "render", mRender);
}
if (mFPS > 30) mFPS = 30;
child = FindNode(node, "loop");
if (child)
{
xml_attribute<>* attr = child->first_attribute("frame");
if (attr)
mLoop = atoi(attr->value()) - 1;
mFrame = LoadAttrInt(child, "start", mFrame);
}
// Fetch the render sizes
if (mAnimation && mAnimation->GetResource())
{
mRenderW = mAnimation->GetWidth();
mRenderH = mAnimation->GetHeight();
// Adjust for placement
if (mPlacement != TOP_LEFT && mPlacement != BOTTOM_LEFT)
{
if (mPlacement == CENTER)
mRenderX -= (mRenderW / 2);
else
mRenderX -= mRenderW;
}
if (mPlacement != TOP_LEFT && mPlacement != TOP_RIGHT)
{
if (mPlacement == CENTER)
mRenderY -= (mRenderH / 2);
else
mRenderY -= mRenderH;
}
SetPlacement(TOP_LEFT);
}
}
int GUIAnimation::Render(void)
{
if (!isConditionTrue())
return 0;
if (!mAnimation || !mAnimation->GetResource(mFrame)) return -1;
gr_blit(mAnimation->GetResource(mFrame), 0, 0, mRenderW, mRenderH, mRenderX, mRenderY);
return 0;
}
int GUIAnimation::Update(void)
{
if (!isConditionTrue())
return 0;
if (!mAnimation) return -1;
// Handle the "end-of-animation" state
if (mLoop == -2) return 0;
// Determine if we need the next frame yet...
if (++mUpdateCount > 30 / mFPS)
{
mUpdateCount = 0;
if (++mFrame >= mAnimation->GetResourceCount())
{
if (mLoop < 0)
{
mFrame = mAnimation->GetResourceCount() - 1;
mLoop = -2;
}
else
mFrame = mLoop;
}
if (mRender == 2) return 2;
return (Render() == 0 ? 1 : -1);
}
return 0;
}