shooter/engine/animation/Timeline.cpp

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