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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#pragma once
#include <memory>
#include <unordered_map>
#include <vector>
#include "flutter/fml/macros.h"
#include "impeller/scene/animation/animation.h"
#include "impeller/scene/animation/animation_transforms.h"
namespace impeller {
namespace scene {
class Node;
class AnimationPlayer;
class AnimationClip final {
public:
AnimationClip(std::shared_ptr<Animation> animation, Node* bind_target);
~AnimationClip();
AnimationClip(AnimationClip&&);
AnimationClip& operator=(AnimationClip&&);
bool IsPlaying() const;
void SetPlaying(bool playing);
void Play();
void Pause();
void Stop();
bool GetLoop() const;
void SetLoop(bool looping);
Scalar GetPlaybackTimeScale() const;
/// @brief Sets the animation playback speed. Negative values make the clip
/// play in reverse.
void SetPlaybackTimeScale(Scalar playback_speed);
Scalar GetWeight() const;
void SetWeight(Scalar weight);
/// @brief Get the current playback time of the animation.
SecondsF GetPlaybackTime() const;
/// @brief Move the animation to the specified time. The given `time` is
/// clamped to the animation's playback range.
void Seek(SecondsF time);
/// @brief Advance the animation by `delta_time` seconds. Negative
/// `delta_time` values do nothing.
void Advance(SecondsF delta_time);
/// @brief Applies the animation to all binded properties in the scene.
void ApplyToBindings(
std::unordered_map<Node*, AnimationTransforms>& transform_decomps,
Scalar weight_multiplier) const;
private:
void BindToTarget(Node* node);
struct ChannelBinding {
const Animation::Channel& channel;
Node* node;
};
std::shared_ptr<Animation> animation_;
std::vector<ChannelBinding> bindings_;
SecondsF playback_time_;
Scalar playback_time_scale_ = 1; // Seconds multiplier, can be negative.
Scalar weight_ = 1;
bool playing_ = false;
bool loop_ = false;
AnimationClip(const AnimationClip&) = delete;
AnimationClip& operator=(const AnimationClip&) = delete;
friend AnimationPlayer;
};
} // namespace scene
} // namespace impeller