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https://projects.vdr-developer.org/git/vdr-plugin-skindesigner.git
synced 2023-10-19 17:58:31 +02:00
349 lines
9.7 KiB
C
349 lines
9.7 KiB
C
#include "animation.h"
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#include <math.h>
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/******************************************************************
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* cAnimation
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******************************************************************/
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cAnimation::cAnimation(cScrollable *scrollable) : cThread("scroller") {
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this->scrollable = scrollable;
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this->detachable = NULL;
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this->fadable = NULL;
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this->shiftable = NULL;
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this->blinkable = NULL;
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waitOnWakeup = false;
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doAnimation = true;
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modeIn = false;
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blinkFunc = -1;
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}
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cAnimation::cAnimation(cDetachable *detachable, bool wait, bool animation) : cThread("detached") {
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this->scrollable = NULL;
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this->detachable = detachable;
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this->fadable = NULL;
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this->shiftable = NULL;
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this->blinkable = NULL;
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waitOnWakeup = wait;
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doAnimation = animation;
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modeIn = false;
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blinkFunc = -1;
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}
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cAnimation::cAnimation(cFadable *fadable, bool fadein) : cThread("fadable") {
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this->scrollable = NULL;
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this->detachable = NULL;
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this->fadable = fadable;
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this->shiftable = NULL;
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this->blinkable = NULL;
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waitOnWakeup = false;
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doAnimation = true;
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modeIn = fadein;
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blinkFunc = -1;
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}
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cAnimation::cAnimation(cShiftable *shiftable, cPoint &start, cPoint &end, bool shiftin) : cThread("shiftable") {
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this->scrollable = NULL;
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this->detachable = NULL;
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this->fadable = NULL;
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this->shiftable = shiftable;
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this->blinkable = NULL;
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waitOnWakeup = false;
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doAnimation = true;
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modeIn = shiftin;
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shiftstart = start;
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shiftend = end;
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blinkFunc = -1;
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}
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cAnimation::cAnimation(cBlinkable *blinkable, int func) : cThread("blinking") {
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this->scrollable = NULL;
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this->detachable = NULL;
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this->fadable = NULL;
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this->shiftable = NULL;
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this->blinkable = blinkable;
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waitOnWakeup = false;
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doAnimation = true;
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modeIn = false;
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blinkFunc = func;
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}
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cAnimation::~cAnimation(void) {
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sleepWait.Signal();
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Cancel(2);
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}
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void cAnimation::WakeUp(void) {
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sleepWait.Signal();
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}
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void cAnimation::Stop(bool deletePixmaps) {
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sleepWait.Signal();
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Cancel(2);
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if (scrollable && deletePixmaps)
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scrollable->StopScrolling();
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}
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void cAnimation::Action(void) {
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if (scrollable) {
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Scroll();
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} else if (detachable) {
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Detach();
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} else if (fadable) {
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Fade();
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} else if (shiftable) {
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Shift();
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} else if (blinkable) {
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Blink();
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}
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}
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void cAnimation::Sleep(int duration) {
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//sleep should wake up itself, so no infinit wait allowed
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if (duration <= 0)
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return;
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sleepWait.Wait(duration);
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}
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void cAnimation::Wait(void) {
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//wait has to be waked up from outside
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sleepWait.Wait(0);
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}
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void cAnimation::Scroll(void) {
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int delay = scrollable->ScrollDelay();
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Sleep(delay);
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if (!Running()) return;
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eOrientation orientation = scrollable->ScrollOrientation();
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int scrollTotal = 0;
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if (orientation == eOrientation::horizontal) {
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scrollTotal = scrollable->ScrollWidth();
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} else if (orientation == eOrientation::vertical) {
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scrollTotal = scrollable->ScrollHeight();
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}
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eScrollMode mode = scrollable->ScrollMode();
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bool carriageReturn = (mode == eScrollMode::carriagereturn) ? true : false;
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eScrollSpeed speed = scrollable->ScrollSpeed();
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int frameTime = 30;
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if (speed == eScrollSpeed::slow)
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frameTime = 50;
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else if (speed == eScrollSpeed::medium)
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frameTime = 30;
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else if (speed == eScrollSpeed::fast)
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frameTime = 15;
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if (!Running()) return;
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scrollable->StartScrolling();
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int drawPortX = 0;
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int drawPortY = 0;
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int scrollDelta = 1;
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bool doSleep = false;
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while (Running()) {
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if (doSleep) {
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Sleep(delay);
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doSleep = false;
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}
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if (!Running()) return;
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uint64_t now = cTimeMs::Now();
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cPoint drawPortPoint(0,0);
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if (orientation == eOrientation::horizontal) {
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drawPortX -= scrollDelta;
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if (abs(drawPortX) > scrollTotal) {
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Sleep(delay);
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if (carriageReturn) {
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drawPortX = 0;
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doSleep = true;
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} else {
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scrollDelta *= -1;
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drawPortX -= scrollDelta;
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}
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}
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drawPortPoint.SetX(drawPortX);
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} else if (orientation == eOrientation::vertical) {
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drawPortY -= scrollDelta;
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if (abs(drawPortY) > scrollTotal) {
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Sleep(delay);
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drawPortY = 0;
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doSleep = true;
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}
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drawPortPoint.SetY(drawPortY);
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}
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if (!Running()) return;
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scrollable->SetDrawPort(drawPortPoint);
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if (!Running()) return;
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scrollable->Flush();
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if (orientation == eOrientation::horizontal && !carriageReturn && (drawPortX == 0)) {
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scrollDelta *= -1;
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doSleep = true;
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}
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int delta = cTimeMs::Now() - now;
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if (delta < frameTime)
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Sleep(frameTime - delta);
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}
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}
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void cAnimation::Detach(void) {
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if (waitOnWakeup) {
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Wait();
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int delay = 100 + detachable->Delay();
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Sleep(delay);
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} else {
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int delay = detachable->Delay();
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Sleep(delay);
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}
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if (!Running()) return;
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detachable->ParseDetached();
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if (!Running()) return;
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detachable->RenderDetached();
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if (!Running()) return;
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if (!doAnimation)
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detachable->Flush();
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if (!Running()) return;
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if (doAnimation) {
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detachable->StartAnimation();
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}
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}
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void cAnimation::Fade(void) {
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int fadetime = fadable->FadeTime();
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int frametime = 1000 / FPS;
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int step = 100.0f / ((double)fadetime / (double)frametime);
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uint64_t start = cTimeMs::Now();
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int transparency = 0;
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if (modeIn) {
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transparency = 100 - step;
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} else {
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transparency = step;
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}
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//wait configured delay if not already done by detacher
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if (!fadable->Detached()) {
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int delay = fadable->Delay();
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if (delay > 0)
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Sleep(delay);
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}
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while (Running() || !modeIn) {
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uint64_t now = cTimeMs::Now();
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if (Running() || !modeIn)
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fadable->SetTransparency(transparency, !modeIn);
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if (Running() || !modeIn)
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fadable->Flush();
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int delta = cTimeMs::Now() - now;
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if ((Running() || !modeIn) && (delta < frametime)) {
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Sleep(frametime - delta);
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}
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if ((int)(now - start) > fadetime) {
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if ((Running() && modeIn) && transparency > 0) {
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fadable->SetTransparency(0);
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fadable->Flush();
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} else if (!modeIn && transparency < 100) {
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fadable->SetTransparency(100, true);
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fadable->Flush();
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}
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break;
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}
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if (modeIn) {
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transparency -= step;
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if (transparency < 0)
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transparency = 0;
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} else {
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transparency += step;
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if (transparency > 100)
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transparency = 100;
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}
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}
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}
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void cAnimation::Shift(void) {
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int shifttime = shiftable->ShiftTime();
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eShiftMode mode = (eShiftMode)shiftable->ShiftMode();
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//in shiftmode slowedDown shifting is done starting with slowratio % faster
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//at start. Then speed reduces linear to (100 - slowratio)% at end
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//for me 60 is a nice value :-)
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int slowRatio = 60;
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int frametime = 1000 / FPS;
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int steps = (double)shifttime / (double)frametime;
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int stepXLinear = 0;
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int stepYLinear = 0;
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if (shiftstart.X() == shiftend.X()) {
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stepYLinear = (shiftend.Y() - shiftstart.Y()) / steps;
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} else if (shiftstart.Y() == shiftend.Y()) {
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stepXLinear = (shiftend.X() - shiftstart.X()) / steps;
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} else {
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stepXLinear = (shiftend.X() - shiftstart.X()) / steps;
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stepYLinear = (shiftend.Y() - shiftstart.Y()) / steps;
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}
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int stepX = stepXLinear;
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int stepY = stepYLinear;
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cPoint pos;
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if (modeIn)
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pos = shiftstart;
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else
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pos = shiftend;
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//wait configured delay if not already done by detacher
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if (!shiftable->Detached()) {
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int delay = shiftable->Delay();
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if (delay > 0)
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Sleep(delay);
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}
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uint64_t start = cTimeMs::Now();
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while (Running() || !modeIn) {
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uint64_t now = cTimeMs::Now();
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if (Running() || !modeIn)
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shiftable->SetPosition(pos, shiftend);
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if (Running() || !modeIn)
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shiftable->Flush();
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int delta = cTimeMs::Now() - now;
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if ((Running() || !modeIn) && (delta < frametime)) {
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cCondWait::SleepMs(frametime - delta);
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}
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if ((int)(now - start) > shifttime) {
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if ((Running() && modeIn) && pos != shiftend) {
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shiftable->SetPosition(shiftend, shiftend);
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shiftable->Flush();
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}
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break;
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}
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if (mode == eShiftMode::slowedDown) {
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double t = (double)(now - start) / (double)shifttime;
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double factor = 1.0f + (double)slowRatio / 100.0f - 2.0f * ((double)slowRatio / 100.0f) * t;
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stepX = stepXLinear * factor;
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stepY = stepYLinear * factor;
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}
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if (modeIn) {
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pos.Set(pos.X() + stepX, pos.Y() + stepY);
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} else {
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pos.Set(pos.X() - stepX, pos.Y() - stepY);
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}
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}
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}
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void cAnimation::Blink(void) {
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int freq = blinkable->BlinkFreq(blinkFunc);
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bool blinkOn = false;
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while (Running()) {
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Sleep(freq);
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if (Running()) {
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blinkable->DoBlink(blinkFunc, blinkOn);
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blinkable->Flush();
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}
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blinkOn = !blinkOn;
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}
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}
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