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/*!
@file
@author Albert Semenov
@date 08/2008
*/
#include "FadeNodeAnimator.h"
namespace demo
{
FadeNodeAnimator::FadeNodeAnimator() :
mFadeDuration(0),
mFadeType(0),
mDestroy(true),
mAlpha(0)
{
mSpeed.resize(getCount());
}
void FadeNodeAnimator::deserialization(MyGUI::xml::ElementPtr _node, MyGUI::Version _version)
{
MyGUI::xml::ElementEnumerator node = _node->getElementEnumerator();
while (node.next("Property"))
{
const std::string& key = node->findAttribute("key");
const std::string& value = node->findAttribute("value");
if (key == "FadeDuration") mFadeDuration = MyGUI::utility::parseFloat(value);
else if (key == "FadeType") mFadeType = MyGUI::utility::parseInt(value);//FIXME
}
}
size_t FadeNodeAnimator::animate(
bool _update,
size_t _quad_count,
MyGUI::VectorQuadData& _data,
float _time,
MyGUI::IVertexBuffer* _buffer,
MyGUI::ITexture* _texture,
const MyGUI::RenderTargetInfo& _info,
const MyGUI::IntCoord& _coord,
bool& _isAnimate
)
{
addTime(_time);
if (mDestroy && mAlpha == 0)
{
return _quad_count;
}
_isAnimate = true;
_quad_count = tesselation(
_quad_count,
_data,
_texture,
_info,
_coord);
size_t index = 0;
switch (mFadeType)
{
case 0: // random squares
for (; index < _quad_count; ++index)
{
float alpha = pow(mAlpha, mSpeed[index]);
unsigned int colour = 0xFFFFFF | ((unsigned int)(alpha * 255.0f) << 24);
_data[index].vertex[MyGUI::QuadData::CornerLT].colour = colour;
_data[index].vertex[MyGUI::QuadData::CornerRT].colour = colour;
_data[index].vertex[MyGUI::QuadData::CornerLB].colour = colour;
_data[index].vertex[MyGUI::QuadData::CornerRB].colour = colour;
}
break;
case 1: // random not-squares
case 2: // from center
case 3: // TV
for (int y = 0; y < getCountY() + 1; ++y)
{
for (int x = 0; x < getCountX() + 1; ++x)
{
index = x + y * getCountX();
float speed = 1.0f;
if (mFadeType == 1) // random not-squares
{
speed = (float)mSpeed[index % (getCountX() * getCountY())];
}
if (mFadeType == 2) // from center
{
float x1 = float(x - getCountX() / 2) / getCountX() * 2;
float y1 = float(y - getCountY() / 2) / getCountY() * 2;
speed = sqrt(x1 * x1 + y1 * y1);
}
if (mFadeType == 3) // TV
{
float x1 = float(x - getCountX() / 2) / getCountX() * 2;
float y1 = float(y - getCountY() / 2) / getCountY() * 2;
speed = sqrt(x1 * x1 * x1 * x1 + y1 * y1);
}
float alpha = pow(mAlpha, speed);
unsigned int colour = 0xFFFFFF | ((unsigned int)(alpha * 255.0f) << 24);
if ( x < getCountX() && y < getCountY() ) _data[index].vertex[MyGUI::QuadData::CornerLT].colour = colour;
if ( x > 0 && y < getCountY() ) _data[index - 1].vertex[MyGUI::QuadData::CornerRT].colour = colour;
if ( x < getCountX() && y > 0 ) _data[index - getCountX()].vertex[MyGUI::QuadData::CornerLB].colour = colour;
if ( x > 0 && y > 0 ) _data[index - getCountX() - 1].vertex[MyGUI::QuadData::CornerRB].colour = colour;
}
}
break;
}
return _quad_count;
}
void FadeNodeAnimator::addTime(float _time)
{
if (mDestroy)
{
if (mAlpha > 0)
{
mAlpha -= _time / mFadeDuration;
if (mAlpha < 0) mAlpha = 0;
}
}
else
{
if (mAlpha < 1)
{
mAlpha += _time / mFadeDuration;
if (mAlpha > 1) mAlpha = 1;
}
}
}
void FadeNodeAnimator::create()
{
mDestroy = false;
mAlpha = 0;
int count = getCount();
for (int index = 0; index < count; ++index)
mSpeed[index] = ::rand() % 4 + 1;
}
void FadeNodeAnimator::destroy()
{
mDestroy = true;
}
void FadeNodeAnimator::attach(MyGUI::ILayerNode* _node)
{
_node->castType<MyGUI::RTTLayerNode>()->addLayerNodeAnimation(this);
}
}
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