| #ifndef _RIVE_LINEAR_ANIMATION_INSTANCE_HPP_ |
| #define _RIVE_LINEAR_ANIMATION_INSTANCE_HPP_ |
| |
| #include "rive/artboard.hpp" |
| #include "rive/core/field_types/core_callback_type.hpp" |
| #include "rive/scene.hpp" |
| |
| namespace rive |
| { |
| class LinearAnimation; |
| |
| class LinearAnimationInstance : public Scene |
| { |
| public: |
| LinearAnimationInstance(const LinearAnimation*, ArtboardInstance*, float speedMultiplier = 1.0); |
| LinearAnimationInstance(LinearAnimationInstance const&); |
| ~LinearAnimationInstance() override; |
| |
| // Advance the animation by the specified time. Returns true if the |
| // animation will continue to animate after this advance. |
| bool advance(float seconds, KeyedCallbackReporter* reporter); |
| bool advance(float seconds) { return advance(seconds, nullptr); } |
| |
| void clearSpilledTime() { m_spilledTime = 0; } |
| |
| // Returns a pointer to the instance's animation |
| const LinearAnimation* animation() const { return m_animation; } |
| |
| // Returns the current point in time at which this instance has advance |
| // to |
| float time() const { return m_time; } |
| |
| // Returns the direction that we are currently playing in |
| float direction() const { return m_direction; } |
| |
| // Returns speed in the current direction of the animation. |
| float directedSpeed() const { return m_direction * speed(); } |
| |
| // Update the direction of the animation instance, positive value for |
| // forwards Negative for backwards |
| void direction(int direction) |
| { |
| if (direction > 0) |
| { |
| m_direction = 1; |
| } |
| else |
| { |
| m_direction = -1; |
| } |
| } |
| |
| // Sets the animation's point in time. |
| void time(float value); |
| |
| // Applies the animation instance to its artboard instance. The mix (a value |
| // between 0 and 1) is the strength at which the animation is mixed with |
| // other animations applied to the artboard. |
| void apply(float mix = 1.0f) const { m_animation->apply(m_artboardInstance, m_time, mix); } |
| |
| // Set when the animation is advanced, true if the animation has stopped |
| // (oneShot), reached the end (loop), or changed direction (pingPong) |
| bool didLoop() const { return m_didLoop; } |
| |
| bool keepGoing() const |
| { |
| return this->loopValue() != static_cast<int>(rive::Loop::oneShot) || |
| (directedSpeed() > 0 && m_time < m_animation->endSeconds()) || |
| (directedSpeed() < 0 && m_time > m_animation->startSeconds()); |
| } |
| |
| float totalTime() const { return m_totalTime; } |
| float lastTotalTime() const { return m_lastTotalTime; } |
| float spilledTime() const { return m_spilledTime; } |
| float durationSeconds() const override; |
| |
| // Forwarded from animation |
| uint32_t fps() const; |
| uint32_t duration() const; |
| float speed() const; |
| float startTime() const; |
| |
| // Returns either the animation's default or overridden loop values |
| Loop loop() const override { return (Loop)loopValue(); } |
| int loopValue() const; |
| // Override the animation's default loop |
| void loopValue(int value); |
| |
| bool isTranslucent() const override; |
| bool advanceAndApply(float seconds) override; |
| std::string name() const override; |
| void reset(float speedMultiplier); |
| |
| private: |
| const LinearAnimation* m_animation = nullptr; |
| float m_time; |
| float m_totalTime; |
| float m_lastTotalTime; |
| float m_spilledTime; |
| |
| // float because it gets multiplied with other floats |
| float m_direction; |
| bool m_didLoop; |
| int m_loopValue = -1; |
| }; |
| } // namespace rive |
| #endif |