Add last and first update of frame for anims

pull/488/head^2
Fred Sundvik 8 years ago
parent 0e0488623e
commit 444132edd0

@ -103,6 +103,8 @@ void stop_keyframe_animation(keyframe_animation_t* animation) {
animation->current_frame = animation->num_frames;
animation->time_left_in_frame = 0;
animation->need_update = true;
animation->first_update_of_frame = false;
animation->last_update_of_frame = false;
for (int i=0;i<MAX_SIMULTANEOUS_ANIMATIONS;i++) {
if (animations[i] == animation) {
animations[i] = NULL;
@ -117,6 +119,8 @@ void stop_all_keyframe_animations(void) {
animations[i]->current_frame = animations[i]->num_frames;
animations[i]->time_left_in_frame = 0;
animations[i]->need_update = true;
animations[i]->first_update_of_frame = false;
animations[i]->last_update_of_frame = false;
animations[i] = NULL;
}
}
@ -133,16 +137,20 @@ static bool update_keyframe_animation(keyframe_animation_t* animation, visualize
animation->current_frame = 0;
animation->time_left_in_frame = animation->frame_lengths[0];
animation->need_update = true;
animation->first_update_of_frame = true;
} else {
animation->time_left_in_frame -= delta;
while (animation->time_left_in_frame <= 0) {
int left = animation->time_left_in_frame;
if (animation->need_update) {
animation->time_left_in_frame = 0;
animation->last_update_of_frame = true;
(*animation->frame_functions[animation->current_frame])(animation, state);
animation->last_update_of_frame = false;
}
animation->current_frame++;
animation->need_update = true;
animation->first_update_of_frame = true;
if (animation->current_frame == animation->num_frames) {
if (animation->loop) {
animation->current_frame = 0;
@ -159,6 +167,7 @@ static bool update_keyframe_animation(keyframe_animation_t* animation, visualize
}
if (animation->need_update) {
animation->need_update = (*animation->frame_functions[animation->current_frame])(animation, state);
animation->first_update_of_frame = false;
}
int wanted_sleep = animation->need_update ? 10 : animation->time_left_in_frame;

@ -95,6 +95,8 @@ typedef struct keyframe_animation_t {
// keyframe update functions
int current_frame;
int time_left_in_frame;
bool first_update_of_frame;
bool last_update_of_frame;
bool need_update;
} keyframe_animation_t;

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