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#ifndef Magnum_SceneGraph_Animable_h
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#define Magnum_SceneGraph_Animable_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::SceneGraph::Animable, enum Magnum::SceneGraph::AnimationState
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*/
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#include "AbstractGroupedFeature.h"
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#include "magnumSceneGraphVisibility.h"
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namespace Magnum { namespace SceneGraph {
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/**
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@brief Animation state
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@see Animable::setState()
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*/
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enum class AnimationState: std::uint8_t {
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/**
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* The animation is stopped. The animation will be started from the
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* beginning when state is changed to @ref AnimationState "AnimationState::Running".
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*/
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Stopped,
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/**
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* The animation is stopped. The animation will continue from paused
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* position when state is changed to @ref AnimationState "AnimationState::Running".
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*/
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Paused,
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/** The animation is running. */
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Running
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};
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/** @debugoperator{Magnum::SceneGraph::Animable} */
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Debug MAGNUM_SCENEGRAPH_EXPORT operator<<(Debug debug, AnimationState value);
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/**
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@brief %Animable
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Adds animation feature to object. Each %Animable is part of some AnimableGroup,
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which takes care of running the animations.
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@section Animable-usage Usage
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First thing is add Animable feature to some object and implement
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animationStep(). You can do it conveniently using multiple inheritance (see
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@ref scenegraph-features for introduction). Override animationStep() to
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implement your animation, the function provides both absolute animation
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time and time delta. Example:
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@code
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typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D<>> Object3D;
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typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D<>> Scene3D;
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class AnimableObject: public Object3D, SceneGraph::Animable3D<> {
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public:
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AnimableObject(Object* parent = nullptr, SceneGraph::DrawableGroup3D<>* group = nullptr): Object3D(parent), SceneGraph::Animable3D<>(this, group) {
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setDuration(10.0f);
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// ...
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}
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void animationStep(GLfloat time, GLfloat delta) override {
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rotateX(deg(15.0f)*delta); // rotate at 15 degrees per second
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}
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}
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@endcode
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Then add the object to your scene and some animation group. You can also use
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AnimableGroup::add() and AnimableGroup::remove() instead of passing the group
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in the constructor. The animation is initially in stopped state and without
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repeat, see setState(), setRepeated() and setRepeatCount() for more information.
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@code
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Scene3D scene;
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SceneGraph::AnimableGroup3D<> animables;
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(new AnimableObject(&scene, &animables))
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->setState(SceneGraph::AnimationState::Running);
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// ...
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@endcode
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Animation step is performed by calling AnimableGroup::step() in your draw event
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implementation. The function expects absolute time from relative to some fixed
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point in the past and time delta (i.e. duration of the frame). You can use
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Timeline for that, see its documentation for more information.
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@code
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Timeline timeline;
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timeline.start();
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void MyApplication::drawEvent() {
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animables.step(timeline.lastFrameTime(), timeline.lastFrameDuration());
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// ...
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timeline.nextFrame();
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}
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@endcode
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@section Animable-performance Using animable groups to improve performance
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AnimableGroup is optimized for case when no animation is running - it just
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puts itself to rest and waits until some animation changes its state to
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@ref AnimationState "AnimationState::Running" again. If you put animations
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which are not pernamently running to separate group, they will not be always
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traversed when calling AnimableGroup::step(), saving precious frame time.
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@section Animable-explicit-specializations Explicit template specializations
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The following specialization are explicitly compiled into %SceneGraph library.
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For other specializations (e.g. using `double` type) you have to use
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Animable.hpp implementation file to avoid linker errors. See also
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@ref compilation-speedup-hpp for more information.
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- @ref Animable "Animable<2, GLfloat>", @ref AnimableGroup "AnimableGroup<2, GLfloat>"
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- @ref Animable "Animable<3, GLfloat>", @ref AnimableGroup "AnimableGroup<3, GLfloat>"
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@see @ref scenegraph, Animable2D, Animable3D, AnimableGroup2D, AnimableGroup3D
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*/
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#ifndef DOXYGEN_GENERATING_OUTPUT
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template<std::uint8_t dimensions, class T>
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#else
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template<std::uint8_t dimensions, class T = GLfloat>
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#endif
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class MAGNUM_SCENEGRAPH_EXPORT Animable: public AbstractGroupedFeature<dimensions, Animable<dimensions, T>, T> {
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friend class AnimableGroup<dimensions, T>;
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public:
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/**
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* @brief Constructor
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* @param object %Object this animable belongs to
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* @param group Group this animable belongs to
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*
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* Creates stopped non-repeating animation with infinite duration,
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* adds the feature to the object and also to group, if specified.
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* @see setDuration(), setState(), setRepeated(), AnimableGroup::add()
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*/
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explicit Animable(AbstractObject<dimensions, T>* object, AnimableGroup<dimensions, T>* group = nullptr);
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/** @brief Animation duration */
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inline GLfloat duration() const { return _duration; }
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/** @brief Animation state */
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inline AnimationState state() const { return currentState; }
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/**
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* @brief Set animation state
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* @return Pointer to self (for method chaining)
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*
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* Note that changing state from @ref AnimationState "AnimationState::Stopped"
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* to @ref AnimationState "AnimationState::Paused" is ignored and
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* animation remains in @ref AnimationState "AnimationState::Stopped"
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* state. See also animationStep() for more information.
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* @see animationStarted(), animationPaused(), animationResumed(),
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* animationStopped()
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*/
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Animable<dimensions, T>* setState(AnimationState state);
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/**
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* @brief Whether the animation is repeated
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*
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* @see repeatCount()
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*/
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inline bool isRepeated() const { return _repeated; }
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/**
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* @brief Enable/disable repeated animation
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* @return Pointer to self (for method chaining)
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*
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* Default is `false`.
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* @see setRepeatCount()
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*/
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inline Animable<dimensions, T>* setRepeated(bool repeated) {
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_repeated = repeated;
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return this;
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}
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/**
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* @brief Repeat count
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*
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* @see isRepeated()
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*/
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inline std::uint16_t repeatCount() const { return _repeatCount; }
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/**
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* @brief Set repeat count
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* @return Pointer to self (for method chaining)
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*
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* Has effect only if repeated animation is enabled. `0` means
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* infinitely repeated animation. Default is `0`.
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* @see setRepeated()
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*/
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inline Animable<dimensions, T>* setRepeatCount(std::uint16_t count) {
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_repeatCount = count;
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return this;
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}
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/**
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* @brief %Animable group containing this animable
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*
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* If the animable doesn't belong to any group, returns `nullptr`.
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*/
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AnimableGroup<dimensions, T>* group();
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const AnimableGroup<dimensions, T>* group() const; /**< @overload */
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protected:
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/**
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* @brief Set animation duration
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* @return Pointer to self (for method chaining)
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*
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* Sets duration of the animation cycle in seconds. Set to `0.0f` for
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* infinite non-repeating animation. Default is `0.0f`.
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*/
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/* Protected so only animation implementer can change it */
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inline Animable<dimensions, T>* setDuration(GLfloat duration) {
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_duration = duration;
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return this;
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}
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/**
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* @brief Perform animation step
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* @param time Time from start of the animation
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* @param delta Time delta for current frame
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*
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* This function is periodically called from AnimableGroup::step() if
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* the animation state is set to @ref AnimationState "AnimationState::Running".
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* After animation duration is exceeded and repeat is not enabled or
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* repeat count is exceeded, the animation state is set to
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* @ref AnimationState "AnimationState::Stopped".
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*
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* If the animation is resumed from @ref AnimationState "AnimationState::Paused",
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* this function is called with @p time continuing from the point
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* when it was paused. If the animation is resumed from
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* @ref AnimationState "AnimationState::Stopped", @p time starts with
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* zero.
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*
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* @see state(), duration(), isRepeated(), repeatCount()
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*/
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virtual void animationStep(GLfloat time, GLfloat delta) = 0;
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/**
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* @brief Action on animation start
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*
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* Called from AnimableGroup::step() when state is changed from
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* @ref AnimationState "AnimationState::Stopped" to
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* @ref AnimationState "AnimationState::Running" and before first
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* animationStep() is called.
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*
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* Default implementation does nothing.
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*
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* @see setState()
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*/
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inline virtual void animationStarted() {}
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/**
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* @brief Action on animation pause
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*
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* Called from AnimableGroup::step() when state changes from
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* @ref AnimationState "AnimationState::Running" to
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* @ref AnimationState "AnimationState::Paused" and after last
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* animationStep() is called.
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*
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* Default implementation does nothing.
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*
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* @see setState()
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*/
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inline virtual void animationPaused() {}
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/**
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* @brief Action on animation resume
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*
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* Called from AnimableGroup::step() when state changes from
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* @ref AnimationState "AnimationState::Paused" to
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* @ref AnimationState "AnimationState::Running" and before first
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* animationStep() is called.
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*
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* Default implementation does nothing.
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*
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* @see setState()
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*/
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inline virtual void animationResumed() {}
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/**
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* @brief Action on animation stop
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*
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* Called from AnimableGroup::step() when state changes from either
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* @ref AnimationState "AnimationState::Running" or
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* @ref AnimationState "AnimationState::Paused" to
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* @ref AnimationState "AnimationState::Stopped" and after last
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* animationStep() is called.
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*
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* You may want to use this function to properly finish the animation
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* in case the framerate is not high enough to have animationStep()
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* called enough times. Default implementation does nothing.
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*
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* @see setState()
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*/
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inline virtual void animationStopped() {}
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private:
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GLfloat _duration;
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GLfloat startTime, pauseTime;
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AnimationState previousState;
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AnimationState currentState;
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bool _repeated;
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std::uint16_t _repeatCount;
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std::uint16_t repeats;
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};
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#ifndef CORRADE_GCC46_COMPATIBILITY
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/**
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@brief Two-dimensional drawable
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Convenience alternative to <tt>%Animable<2, T></tt>. See Animable for more
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information.
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@note Not available on GCC < 4.7. Use <tt>%Animable<2, T></tt> instead.
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@see Animable3D
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*/
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template<class T = GLfloat> using Animable2D = Animable<2, T>;
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/**
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@brief Three-dimensional animable
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Convenience alternative to <tt>%Animable<3, T></tt>. See Animable for more
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information.
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@note Not available on GCC < 4.7. Use <tt>%Animable<3, T></tt> instead.
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@see Animable2D
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*/
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template<class T = GLfloat> using Animable3D = Animable<3, T>;
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#endif
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}}
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#endif
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