/*
* Animateable - A item that can be placed in an animation
*
* Author: Phillip Piper
* Date: 23/10/2009 10:39 PM
*
* Change log:
* 2009-10-23 JPP - Initial version
*
* To do:
*
* Copyright (C) 2009 Phillip Piper
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* 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 .
*
* If you wish to use this code in a closed source application, please contact phillip_piper@bigfoot.com.
*/
using System;
using System.Collections.Generic;
namespace BrightIdeasSoftware
{
public interface IAnimateable
{
///
/// Gets or sets the animation that this component belongs to
///
Animation Animation { get; set; }
///
/// This component is being started. It should acquire any resources that it needs
///
void Start();
///
/// A unit of time has passed and the animation component should advance its state
/// if sufficient time has passed.
///
/// The number of milliseconds since Start() was called.
/// True if Tick() should be called again
bool Tick(long elapsed);
///
/// Revert this component to its initial state.
///
void Reset();
///
/// This component has been stopped. It should release any resources acquired in Start().
///
void Stop();
}
///
/// A Animateable is the base class for any item that can be
/// placed within an Animation.
///
public class Animateable : IAnimateable
{
///
/// Gets or sets the animation that this component belongs to
///
public Animation Animation {
get { return animation; }
set { animation = value; }
}
private Animation animation;
///
/// This component is being started. It should acquire any resources that it needs
///
public virtual void Start() {
}
///
/// A unit of time has passed and the animation component should advance its state
/// if sufficient time has passed.
///
/// The number of milliseconds since Start() was called.
/// True if Tick() should be called again
public virtual bool Tick(long elapsed) {
return false;
}
///
/// Revert this component to its initial state.
///
public virtual void Reset() {
}
///
/// This component has been stopped. It should release any resources acquired in Start().
///
public virtual void Stop() {
}
}
}