AnimationCollection.cs :  » Game » SDL » SdlDotNet » Graphics » Sprites » C# / CSharp Open Source

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C# / C Sharp
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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNet » Graphics » Sprites » AnimationCollection.cs
#region LICENSE
/*
 * Copyright (C) 2005 Rob Loach (http://www.robloach.net)
 *
 * This library 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.
 * 
 * This library 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 this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#endregion LICENSE

using System;

namespace SdlDotNet.Graphics.Sprites{
    /// <summary>
    /// AnimationCollection.
    /// </summary>
    public class AnimationCollection : SurfaceCollection
    {
        #region Constructors
        /// <summary>
        /// Creates a new empty AnimationCollection.
        /// </summary>
        public AnimationCollection()
            : base()
        {
        }

        /// <summary>
        /// Creates a new AnimationCollection with a SurfaceCollection representing the 
        /// animation.
        /// </summary>
        /// <param name="frames">
        /// The collection of surfaces in the animation.
        /// </param>
        /// <param name="delay">
        /// The amount of delay to be had between each frame.
        /// </param>
        /// <param name="loop">
        /// Whether or not the animation is 
        /// to loop when reached the end. Defaults to true.
        /// </param>
        public virtual void Add(SurfaceCollection frames, double delay, bool loop)
        {
            this.m_Delay = delay;
            this.m_Loop = loop;
            base.Add(frames);
        }

        /// <summary>
        /// Creates a new AnimationCollection with a SurfaceCollection 
        /// representing the animation.
        /// </summary>
        /// <param name="frames">
        /// The collection of 
        /// surfaces in the animation.
        /// </param>
        /// <param name="delay">
        /// The amount of delay to be 
        /// had between each frame. Defaults to 30.
        /// </param>
        public virtual void Add(SurfaceCollection frames, double delay)
        {
            this.m_Delay = delay;
            base.Add(frames);
        }
        #endregion Constructors

        #region Properties

        double m_Delay = 30;

        /// <summary>
        /// Gets and sets the amount of time delay that 
        /// should be had before moving onto the next frame.
        /// </summary>
        public double Delay
        {
            get
            {
                return m_Delay;
            }
            set
            {
                m_Delay = value;
            }
        }

        /// <summary>
        /// Gets and sets how long the animation should take to finish.
        /// </summary>
        public double AnimationTime
        {
            get
            {
                return m_Delay * this.Count;
            }
            set
            {
                m_Delay = this.Count / value;
            }
        }

        bool m_Loop = true;

        /// <summary>
        /// Gets and sets whether or not the animation should loop.
        /// </summary>
        public bool Loop
        {
            get
            {
                return m_Loop;
            }
            set
            {
                m_Loop = value;
            }
        }

        int m_FrameIncrement = 1;

        /// <summary>
        /// Gets and sets the number of frames to go forward 
        /// when moving onto the next frame.
        /// </summary>
        /// <remarks>
        /// Making this one would result in the 
        /// animation going forwards one frame. 
        /// -1 would mean that the animation would go backwards. 
        /// Cannot be 0.
        /// </remarks>
        public int FrameIncrement
        {
            get
            {
                return m_FrameIncrement;
            }
            set
            {
                if (value == 0)
                {
                    m_FrameIncrement = 1;
                }
                else
                {
                    m_FrameIncrement = value;
                }
            }
        }

        /// <summary>
        /// Gets and sets whether the animation goes forwards or backwards.
        /// </summary>
        public bool AnimateForward
        {
            get
            {
                return m_FrameIncrement >= 0;
            }
            set
            {
                if (value)
                {
                    // Make positive
                    if (m_FrameIncrement < 0)
                    {
                        m_FrameIncrement *= -1;
                    }
                }
                else
                {
                    // Make negative
                    if (m_FrameIncrement > 0)
                    {
                        m_FrameIncrement *= -1;
                    }
                }

            }
        }

        #endregion Properties
    }
}
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