windows-nt/Source/XPSP1/NT/multimedia/opengl/toolkits/libmtk/mtkanim.cxx

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2020-09-26 03:20:57 -05:00
/******************************Module*Header*******************************\
* Module Name: mtkanim.cxx
*
* Copyright (c) 1997 Microsoft Corporation
*
\**************************************************************************/
#include "mtk.hxx"
#include "mtkanim.hxx"
/**************************************************************************\
* MTKANIMATOR constructors
*
* The object needs to be attached to an hwnd, since it's required for timer
* creation, and msg posting.
\**************************************************************************/
MTKANIMATOR::MTKANIMATOR()
{
hwnd = NULL;
Init();
}
MTKANIMATOR::MTKANIMATOR( HWND hwndAttach )
: hwnd( hwndAttach )
{
Init();
}
/**************************************************************************\
*
\**************************************************************************/
void
MTKANIMATOR::Init()
{
idTimer = 0;
nFrames = 0;
mode = MTK_ANIMATE_CONTINUOUS;
msUpdateInterval = 0;
AnimateFunc = NULL;
}
/**************************************************************************\
* MTKANIMATOR destructor
*
\**************************************************************************/
MTKANIMATOR::~MTKANIMATOR()
{
Stop();
}
/**************************************************************************\
* SetFunc
*
* Set the animation function callback. This immediately replaces the previous
* callback, and if a timer is currently running, then the new function gets
* called. If the new callback is NULL, then the timer is stopped.
*
\**************************************************************************/
void
MTKANIMATOR::SetFunc( MTK_ANIMATEPROC Func )
{
AnimateFunc = Func;
if( ! AnimateFunc ) {
Stop();
}
}
/**************************************************************************\
* SetMode
*
\**************************************************************************/
void
MTKANIMATOR::SetMode( UINT newMode, float *fParam )
{
switch( newMode ) {
case MTK_ANIMATE_CONTINUOUS :
// First param is animation period ( 1/fps )
{
float fUpdateInterval = fParam[0];
if( fUpdateInterval < 0.0f )
SS_WARNING( "MTKANIMATOR::SetMode: bad update interval parameter\n" );
fUpdateInterval = 0.0f;
msUpdateInterval = (UINT) (fUpdateInterval * 1000.0f);
}
break;
case MTK_ANIMATE_INTERVAL :
// First param is number of frames,
// Second param is total desired duration of the animation
{
int iFrameCount = (int) fParam[0];
float fDuration = fParam[1];
// Check parameters
// fDuration = 0.0f is valid - it means go as fast as possible...
if( (fDuration < 0.0f) || (iFrameCount <= 0) )
SS_ERROR( "MTKANIMATOR::SetMode: bad parameter\n" );
return;
nFrames = iFrameCount;
msUpdateInterval = (UINT) ( (fDuration / (float) nFrames) * 1000.0f);
}
break;
default :
return;
}
mode = newMode;
}
/**************************************************************************\
* Start
*
* Start the animation by creating a new timer, if there is a valid animation
* callback function.
*
\**************************************************************************/
void
MTKANIMATOR::Start( )
{
// Create new timer
if( idTimer || !AnimateFunc )
return; // Timer already running, or no animate func
idTimer = SetTimer( hwnd, MTK_ANIMATE_TIMER_ID, msUpdateInterval, NULL );
if( ! idTimer )
SS_WARNING( "MTKANIMATOR::Start: SetTimer failure\n" );
}
/**************************************************************************\
* Stop
*
* Stop the animation by killing the timer. Remove any WM_TIMER msgs
*
\**************************************************************************/
void
MTKANIMATOR::Stop( )
{
if( !idTimer )
return;
if( ! KillTimer( hwnd, MTK_ANIMATE_TIMER_ID ) )
SS_WARNING( "MTKANIMATOR::Stop: KillTimer failure\n" );
// remove any timer messages from queue
MSG Msg;
PeekMessage( &Msg, hwnd, WM_TIMER, WM_TIMER, PM_REMOVE );
idTimer = 0;
}
//mf: need better name for this
/**************************************************************************\
*
* Call the animate function
*
* A return value of FALSE indicates that an interval based animation has
* finished - TRUE otherwise.
*
\**************************************************************************/
BOOL
MTKANIMATOR::Draw( )
{
if( !AnimateFunc )
return TRUE;
(*AnimateFunc)();
if( mode == MTK_ANIMATE_INTERVAL ) {
if( --nFrames <= 0 )
return FALSE;
}
return TRUE;
}