Torque2D Reference
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ImageFrameProviderCore Class Reference

#include <ImageFrameProviderCore.h>

Inheritance diagram for ImageFrameProviderCore:

Public Member Functions

 ImageFrameProviderCore ()
virtual ~ImageFrameProviderCore ()
void allocateAssets (AssetPtr< ImageAsset > *pImageAssetPtr, AssetPtr< AnimationAsset > *pAnimationAssetPtr)
void deallocateAssets (void)
virtual void copyTo (ImageFrameProviderCore *pImageFrameProviderCore) const
virtual bool update (const F32 elapsedTime)
 Integration.
virtual void processTick ()
virtual void interpolateTick (F32 delta)
virtual void advanceTime (F32 timeDelta)
virtual void setProcessTicks (bool tick)
bool updateAnimation (const F32 elapsedTime)
virtual bool validRender (void) const
virtual void render (const bool flipX, const bool flipY, const Vector2 &vertexPos0, const Vector2 &vertexPos1, const Vector2 &vertexPos2, const Vector2 &vertexPos3, BatchRender *pBatchRenderer) const
virtual void render (const bool flipX, const bool flipY, const Vector2 &vertexPos0, const Vector2 &vertexPos1, const Vector2 &vertexPos2, const Vector2 &vertexPos3, const Vector2 &uvPos0, const Vector2 &uvPos1, const Vector2 &uvPos2, const Vector2 &uvPos3, BatchRender *pBatchRenderer) const
void render (const U32 vertexCount, const Vector2 *vertexArray, const Vector2 *textureArray, const ColorF *colorArray, BatchRender *pBatchRenderer) const
void renderComplex (const bool flipX, const bool flipY, const Vector2 &vertexPos0, const Vector2 &vertexPos1, const Vector2 &vertexPos2, const Vector2 &vertexPos3, BatchRender *pBatchRenderer, const ColorF &colorTL, const ColorF &colorTR, const ColorF &colorBR, const ColorF &colorBL) const
void renderGui (GuiControl &owner, Point2I offset, const RectI &updateRect) const
bool setImage (const char *pImageAssetId)
 Static-Image Frame.
virtual bool setImage (const char *pImageAssetId, const U32 frame)
virtual bool setImage (const char *pImageAssetId, const char *pNamedFrame)
StringTableEntry getImage (void) const
virtual bool setImageFrame (const U32 frame)
U32 getImageFrame (void) const
virtual bool setNamedImageFrame (const char *frame)
StringTableEntry getNamedImageFrame (void) const
virtual bool setAnimation (const char *pAnimationAssetId)
 Animated-Image Frame.
StringTableEntry getAnimation (void) const
void setAnimationFrame (const U32 frameIndex)
S32 getAnimationFrame (void) const
void setAnimationTimeScale (const F32 scale)
F32 getAnimationTimeScale (void) const
bool playAnimation (const AssetPtr< AnimationAsset > &animationAsset)
void pauseAnimation (const bool animationPaused)
void stopAnimation (void)
void resetAnimationTime (void)
bool isAnimationPaused (void) const
bool isAnimationFinished (void) const
bool isAnimationValid (void) const
bool isStaticFrameProvider (void) const
 Frame provision.
bool isUsingNamedImageFrame (void) const
TextureHandlegetProviderTexture (void) const
const ImageAsset::FrameAreagetProviderImageFrameArea (void) const
const AnimationAssetgetCurrentAnimation (void) const
const StringTableEntry getCurrentAnimationAssetId (void) const
const U32 getCurrentAnimationFrame (void) const
const char * getCurrentNamedAnimationFrame (void) const
const F32 getCurrentAnimationTime (void) const
void clearAssets (void)
virtual void resetState (void)
Public Member Functions inherited from Tickable
 Tickable ()
virtual ~Tickable ()
virtual bool isProcessingTicks () const

Protected Member Functions

virtual void onAnimationEnd (void)
virtual void onAssetRefreshed (AssetPtrBase *pAssetPtrBase)

Protected Attributes

bool mSelfTick
bool mStaticProvider
bool mUsingNamedFrame
U32 mImageFrame
StringTableEntry mNamedImageFrame
AssetPtr< ImageAsset > * mpImageAsset
AssetPtr< AnimationAsset > * mpAnimationAsset
S32 mLastFrameIndex
S32 mCurrentFrameIndex
U32 mMaxFrameIndex
F32 mCurrentTime
F32 mPausedTime
F32 mCurrentModTime
F32 mAnimationTimeScale
F32 mTotalIntegrationTime
F32 mFrameIntegrationTime
bool mAnimationPaused
bool mAnimationFinished

Additional Inherited Members

Static Public Member Functions inherited from Tickable
static bool advanceTime (U32 timeDelta)
Static Public Attributes inherited from Tickable
static const U32 smTickShift = 4
 Shift value to control how often Ticks occur.
static const U32 smTickMs = ( 1 << smTickShift )
 Number of milliseconds per tick, 32 in this case.
static const F32 smTickSec = ( F32( Tickable::smTickMs ) / 1000.f )
 Fraction of a second per tick.
static const U32 smTickMask = ( smTickMs - 1 )

Detailed Description


Constructor & Destructor Documentation

◆ ImageFrameProviderCore()

◆ ~ImageFrameProviderCore()

~ImageFrameProviderCore ( )
virtual

Member Function Documentation

◆ advanceTime()

virtual void advanceTime ( F32 timeDelta)
inlinevirtual

This method is called once every frame regardless of the return value of isProcessingTicks and informs the object of the passage of time

Implements Tickable.

Reimplemented in GuiSpriteCtrl.

◆ allocateAssets()

void allocateAssets ( AssetPtr< ImageAsset > * pImageAssetPtr,
AssetPtr< AnimationAsset > * pAnimationAssetPtr )

◆ clearAssets()

void clearAssets ( void )

◆ copyTo()

void copyTo ( ImageFrameProviderCore * pImageFrameProviderCore) const
virtual

◆ deallocateAssets()

void deallocateAssets ( void )
inline

◆ getAnimation()

StringTableEntry getAnimation ( void ) const
inline

◆ getAnimationFrame()

S32 getAnimationFrame ( void ) const
inline

◆ getAnimationTimeScale()

F32 getAnimationTimeScale ( void ) const
inline

◆ getCurrentAnimation()

const AnimationAsset * getCurrentAnimation ( void ) const
inline

◆ getCurrentAnimationAssetId()

const StringTableEntry getCurrentAnimationAssetId ( void ) const
inline

◆ getCurrentAnimationFrame()

const U32 getCurrentAnimationFrame ( void ) const

◆ getCurrentAnimationTime()

const F32 getCurrentAnimationTime ( void ) const
inline

◆ getCurrentNamedAnimationFrame()

const char * getCurrentNamedAnimationFrame ( void ) const

◆ getImage()

StringTableEntry getImage ( void ) const
inline

◆ getImageFrame()

U32 getImageFrame ( void ) const
inline

◆ getNamedImageFrame()

StringTableEntry getNamedImageFrame ( void ) const
inline

◆ getProviderImageFrameArea()

const ImageAsset::FrameArea & getProviderImageFrameArea ( void ) const

◆ getProviderTexture()

TextureHandle & getProviderTexture ( void ) const
inline

◆ interpolateTick()

virtual void interpolateTick ( F32 delta)
inlinevirtual

This method is called every frame and lets the control interpolate between ticks so you can smooth things as long as isProcessingTicks returns true when it is called on the object

Implements Tickable.

Reimplemented in GuiSpriteCtrl.

◆ isAnimationFinished()

bool isAnimationFinished ( void ) const
inline

◆ isAnimationPaused()

bool isAnimationPaused ( void ) const
inline

◆ isAnimationValid()

bool isAnimationValid ( void ) const

◆ isStaticFrameProvider()

bool isStaticFrameProvider ( void ) const
inline

Frame provision.

◆ isUsingNamedImageFrame()

bool isUsingNamedImageFrame ( void ) const
inline

◆ onAnimationEnd()

virtual void onAnimationEnd ( void )
inlineprotectedvirtual

Reimplemented in GuiSpriteCtrl, and SpriteBase.

◆ onAssetRefreshed()

void onAssetRefreshed ( AssetPtrBase * pAssetPtrBase)
protectedvirtual

Implements AssetPtrCallback.

Reimplemented in ImageFrameProvider.

◆ pauseAnimation()

void pauseAnimation ( const bool animationPaused)
inline

◆ playAnimation()

bool playAnimation ( const AssetPtr< AnimationAsset > & animationAsset)

◆ processTick()

void processTick ( )
virtual

This method is called once every 32ms if isProcessingTicks returns true when called on the object

Implements Tickable.

Reimplemented in GuiSpriteCtrl.

◆ render() [1/3]

void render ( const bool flipX,
const bool flipY,
const Vector2 & vertexPos0,
const Vector2 & vertexPos1,
const Vector2 & vertexPos2,
const Vector2 & vertexPos3,
BatchRender * pBatchRenderer ) const
virtual

◆ render() [2/3]

void render ( const bool flipX,
const bool flipY,
const Vector2 & vertexPos0,
const Vector2 & vertexPos1,
const Vector2 & vertexPos2,
const Vector2 & vertexPos3,
const Vector2 & uvPos0,
const Vector2 & uvPos1,
const Vector2 & uvPos2,
const Vector2 & uvPos3,
BatchRender * pBatchRenderer ) const
virtual

◆ render() [3/3]

void render ( const U32 vertexCount,
const Vector2 * vertexArray,
const Vector2 * textureArray,
const ColorF * colorArray,
BatchRender * pBatchRenderer ) const

◆ renderComplex()

void renderComplex ( const bool flipX,
const bool flipY,
const Vector2 & vertexPos0,
const Vector2 & vertexPos1,
const Vector2 & vertexPos2,
const Vector2 & vertexPos3,
BatchRender * pBatchRenderer,
const ColorF & colorTL,
const ColorF & colorTR,
const ColorF & colorBR,
const ColorF & colorBL ) const

◆ renderGui()

void renderGui ( GuiControl & owner,
Point2I offset,
const RectI & updateRect ) const

◆ resetAnimationTime()

void resetAnimationTime ( void )
inline

◆ resetState()

void resetState ( void )
virtual

Implements IFactoryObjectReset.

Reimplemented in SpriteBatchItem.

◆ setAnimation()

bool setAnimation ( const char * pAnimationAssetId)
virtual

Animated-Image Frame.

Reimplemented in GuiSpriteCtrl.

◆ setAnimationFrame()

void setAnimationFrame ( const U32 frameIndex)

◆ setAnimationTimeScale()

void setAnimationTimeScale ( const F32 scale)
inline

◆ setImage() [1/3]

bool setImage ( const char * pImageAssetId)
inline

Static-Image Frame.

◆ setImage() [2/3]

bool setImage ( const char * pImageAssetId,
const char * pNamedFrame )
virtual

Reimplemented in GuiSpriteCtrl.

◆ setImage() [3/3]

bool setImage ( const char * pImageAssetId,
const U32 frame )
virtual

Reimplemented in GuiSpriteCtrl.

◆ setImageFrame()

bool setImageFrame ( const U32 frame)
virtual

Reimplemented in GuiSpriteCtrl.

◆ setNamedImageFrame()

bool setNamedImageFrame ( const char * frame)
virtual

Reimplemented in GuiSpriteCtrl.

◆ setProcessTicks()

virtual void setProcessTicks ( bool tick)
inlinevirtual

Sets this object as either tick processing or not

Parameters
tickTrue if this object should process ticks

Reimplemented from Tickable.

◆ stopAnimation()

void stopAnimation ( void )
inline

◆ update()

bool update ( const F32 elapsedTime)
virtual

Integration.

Reimplemented in GuiSpriteCtrl.

◆ updateAnimation()

bool updateAnimation ( const F32 elapsedTime)

◆ validRender()

bool validRender ( void ) const
virtual

Reimplemented in SpriteBase.

Member Data Documentation

◆ mAnimationFinished

bool mAnimationFinished
protected

◆ mAnimationPaused

bool mAnimationPaused
protected

◆ mAnimationTimeScale

F32 mAnimationTimeScale
protected

◆ mCurrentFrameIndex

S32 mCurrentFrameIndex
protected

◆ mCurrentModTime

F32 mCurrentModTime
protected

◆ mCurrentTime

F32 mCurrentTime
protected

◆ mFrameIntegrationTime

F32 mFrameIntegrationTime
protected

◆ mImageFrame

U32 mImageFrame
protected

◆ mLastFrameIndex

S32 mLastFrameIndex
protected

◆ mMaxFrameIndex

U32 mMaxFrameIndex
protected

◆ mNamedImageFrame

StringTableEntry mNamedImageFrame
protected

◆ mpAnimationAsset

AssetPtr<AnimationAsset>* mpAnimationAsset
protected

◆ mPausedTime

F32 mPausedTime
protected

◆ mpImageAsset

AssetPtr<ImageAsset>* mpImageAsset
protected

◆ mSelfTick

bool mSelfTick
protected

◆ mStaticProvider

bool mStaticProvider
protected

◆ mTotalIntegrationTime

F32 mTotalIntegrationTime
protected

◆ mUsingNamedFrame

bool mUsingNamedFrame
protected

The documentation for this class was generated from the following files: