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// -*- Mode: C++; indent-tabs-mode: nil; tab-width: 2 -*-
/*
* Copyright (C) 2013 Canonical Ltd
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 3 as
* published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Authored by: Marco Trevisan <marco.trevisan@canonical.com>
*/
#ifndef UNITY_ANIMATION_UTILS_INL
#define UNITY_ANIMATION_UTILS_INL
namespace unity
{
namespace animation
{
template <class VALUE_TYPE>
void Start(na::AnimateValue<VALUE_TYPE>& animation, VALUE_TYPE start, VALUE_TYPE finish)
{
animation.Stop();
animation.SetStartValue(start).SetFinishValue(finish);
if (start == finish)
{
if (animation.GetCurrentValue() != finish)
{
// Don't animate, just make the animation update the current value
animation.Start();
animation.Stop();
}
}
else
{
animation.Start();
}
}
template <class VALUE_TYPE>
void StartOrReverse(na::AnimateValue<VALUE_TYPE>& animation, VALUE_TYPE start, VALUE_TYPE finish)
{
if (animation.CurrentState() == na::Animation::State::Running)
{
if (animation.GetStartValue() == finish && animation.GetFinishValue() == start)
{
animation.Reverse();
}
else if (animation.GetStartValue() != start || animation.GetFinishValue() != finish)
{
Start(animation, start, finish);
}
}
else
{
Start(animation, start, finish);
}
}
} // animation namespace
} // unity namespace
#endif // UNITY_ANIMATION_UTILS_INL
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