shooter/engine/animation/Timeline.cpp

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//
// Created by Иван Ильин on 03.10.2021.
//
#include <list>
#include "Animation.h"
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#include "Timeline.h"
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Timeline* Timeline::_instance = nullptr;
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void Timeline::init() {
_instance = new Timeline();
}
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void Timeline::animate(const AnimationListTag& listName, Animation* anim) {
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if(!_instance) {
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return;
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}
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_instance->_animations[listName].emplace_back(anim);
}
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void Timeline::deleteAllAnimations() {
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if(!_instance) {
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return;
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}
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for (auto& [listName, animationList] : _instance->_animations) {
auto it = animationList.begin();
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while(it != animationList.end()) {
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delete *(it++);
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}
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animationList.clear();
}
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_instance->_animations.clear();
}
void Timeline::deleteAnimationList(const AnimationListTag& listName) {
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if(!_instance) {
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return;
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}
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_instance->_animations[listName].clear();
_instance->_animations.erase(listName);
}
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[[nodiscard]] bool Timeline::isInAnimList(const AnimationListTag& listName) {
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if(!_instance) {
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return false;
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}
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return !_instance->_animations[listName].empty();
}
void Timeline::update() {
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if(!_instance) {
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return;
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}
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for (auto& [listName, animationList] : _instance->_animations) {
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if (animationList.empty()) {
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continue;
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}
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auto it = animationList.begin();
// If it the front animation is 'a_wait()' we should wait until waiting time is over
if (it.operator*()->waitFor()) {
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if (!it.operator*()->updateState()) {
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animationList.erase(it);
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}
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continue;
}
// Otherwise we iterate over all animation until we meet animations.end() or wait animation
while (!animationList.empty() && (it != animationList.end()) && (!it.operator*()->waitFor())) {
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if (!it.operator*()->updateState()) {
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animationList.erase(it++);
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} else {
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it++;
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}
}
}
}
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void Timeline::free() {
Timeline::deleteAllAnimations();
delete _instance;
_instance = nullptr;
}