From 6f25a5c9cc138edfbfe689fdfed1488bc6e60b23 Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Wed, 6 Apr 2016 22:41:21 +0200 Subject: [PATCH] added playing default (main) animation while animation parts are pausing --- src/cartoons.c | 38 ++++++++++++++++++++++++++++++++++++-- 1 file changed, 36 insertions(+), 2 deletions(-) diff --git a/src/cartoons.c b/src/cartoons.c index e6b622dc..6768c505 100644 --- a/src/cartoons.c +++ b/src/cartoons.c @@ -86,6 +86,8 @@ struct GlobalAnimMainControlInfo int init_delay_counter; int state; + + int last_state, last_active_part_nr; }; struct GlobalAnimControlInfo @@ -836,6 +838,7 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) { struct GlobalAnimPartControlInfo *part; struct GraphicInfo *c = &anim->control_info; + int state, active_part_nr; #if 0 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n", @@ -858,9 +861,9 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) switch (action) { case ANIM_START: - anim->state = ANIM_STATE_RESTART; + anim->state = anim->last_state = ANIM_STATE_RESTART; + anim->active_part_nr = anim->last_active_part_nr = 0; anim->part_counter = 0; - anim->active_part_nr = 0; break; @@ -868,6 +871,9 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) if (anim->state == ANIM_STATE_INACTIVE) return; + anim->state = anim->last_state; + anim->active_part_nr = anim->last_active_part_nr; + break; case ANIM_STOP: @@ -924,6 +930,9 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) part->state = ANIM_STATE_INACTIVE; } + anim->last_state = anim->state; + anim->last_active_part_nr = anim->active_part_nr; + return; } @@ -943,6 +952,31 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) if (c->anim_mode & ANIM_ONCE && anim->part_counter == anim->num_parts) anim->state = ANIM_STATE_INACTIVE; + + state = anim->state; + active_part_nr = anim->active_part_nr; + + // while the animation parts are pausing (waiting or inactive), play the base + // (main) animation; this corresponds to the "boring player animation" logic + // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!) + if (anim->has_base) + { + if (anim->state == ANIM_STATE_WAITING || + anim->state == ANIM_STATE_INACTIVE) + { + anim->active_part_nr = anim->num_parts; // part nr of base animation + part = &anim->part[anim->active_part_nr]; + + if (anim->state != anim->last_state) + part->state = ANIM_STATE_RESTART; + + anim->state = ANIM_STATE_RUNNING; + part->state = HandleGlobalAnim_Part(part, part->state); + } + } + + anim->last_state = state; + anim->last_active_part_nr = active_part_nr; } void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action) -- 2.34.1