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Anim8

This package allows int or float values to be "animated" over a period of time. It is possible to string several commands together and to set the type of movement. The new version of PrintS from Interface uses Anim8.

Dependencies

Initialization

Initialize with LeGo_Anim8 flag.

LeGo_Init(LeGo_Anim8);

Implementation

Anim8.d on GitHub

Functions

Anim8_New

Creates a new Anim8 object that can be filled with commands.

func int Anim8_New(var int initialValue, var int IsFloat)
Parameters
  • var int initialValue
    The initial value to start animating from. Can be an integer, or an Ikarus float.
  • var int IsFloat
    If the initialValue is an Ikarus float, this parameter must be set to TRUE. If it is an integer, it must be set to FALSE.

Return value

The function returns handle of the Anim8 object.

Anim8_NewExt

Creates a new Anim8 object with advanced options. Extends the Anim8_New function.

func int Anim8_NewExt(var int value, var func handler, var int data, var int IsFloat)
Parameters
  • var int value
    The initial value to start animating from. Can be an integer, or an Ikarus float.
  • var func handler
    This function is called whenever the object is updated. The signature of the functions depends on the data value:
    data != 0: func void handler(var int data, var int value),
    data == 0: func void handler(var int value).
  • var int data
    Optional parameter to send an additional value to the handler function. If data == 0, it is ignored.
  • var int IsFloat
    If the initialValue is an Ikarus float, this parameter must be set to TRUE. If it is an integer, it must be set to FALSE.

Return value

The function returns handle of the Anim8 object.

Anim8_Delete

Deletes an Anim8 object created with Anim8_New.

func void Anim8_Delete(var int handle)
Parameters
  • var int handle
    Handle returned from Anim8_New

Anim8_Get

Get current value of the object.

func int Anim8_Get(var int handle)
Parameters
  • var int handle
    Handle returned from Anim8_New

Return value

The function returns value of the object.

Anim8_Set

Sets the value of the object.

func void Anim8_Set(var int handle, var int value)
Parameters
  • var int handle
    Handle returned from Anim8_New
  • var int value
    New value of the object

Anim8_Empty

Indicates whether the object is empty, i.e. has no more commands to process.

func int Anim8_Empty(var int handle)
Parameters
  • var int handle
    Handle returned from Anim8_New

Return value

The function returns TRUE if object is empty (has no more commands), FALSE is returned otherwise.

Anim8_RemoveIfEmpty

If desired, Anim8 can automatically delete an object after it is empty.

func void Anim8_RemoveIfEmpty(var int handle, var int on)
Parameters
  • var int handle
    Handle returned from Anim8_New
  • var int on
    TRUE: enable, FALSE: disable

Anim8_RemoveDataIfEmpty

With Anim8_NewExt handler and data can be set. If this function is called with TRUE, data is taken as a handle and delete(data) is called if the object is empty. Works only if Anim8_RemoveIfEmpty is also activated.

func void Anim8_RemoveDataIfEmpty(var int handle, var int on)
Parameters
  • var int handle
    Handle returned from Anim8_New
  • var int on
    TRUE: enable, FALSE: disable

Anim8

Packet core. Gives the object a new command to process.

func void Anim8(var int handle, var int target, var int span, var int interpol)
Parameters
  • var int handle
    Handle returned from Anim8_New
  • var int target
    Target value of this command. When the object's value has reached this value, the command is considered completed and deleted.
  • var int span
    Action duration in milliseconds
  • var int interpol
    What form of movement is used (See constants for this)

Anim8q

As already mentioned above, Anim8 can also process several commands one after the other. While Anim8 completely resets the object and deletes all commands, Anim8q just appends a new command to the list. This will be processed as soon as the previous one is completed.

func void Anim8q(var int handle, var int target, var int span, var int interpol)
Parameters
  • var int handle
    Handle returned from Anim8_New
  • var int target
    Target value of this command. When the object's value has reached this value, the command is considered completed and another one in the queue will start.
  • var int span
    Action duration in milliseconds
  • var int interpol
    What form of movement is used (See constants for this)

Anim8_CallOnRemove

Registers a function to be called when the object is deleted (e.g. by Anim8_RemoveIfEmpty)

func void Anim8_CallOnRemove(var int handle, var func dfnc)
Parameters
  • var int handle
    Handle returned from Anim8_New
  • var func dfnc
    This function is called when the object is deleted

Examples

Count up to a number

Count from 0 to 10 in 10 seconds. We use the Print_Ext function from Interface to display the text.

func void Example1()
{
    // First we create a handle to a text:
    var int MyText; MyText = Print_Ext(20, 20, "0", Font_Screen, COL_White, -1);

    // After that we create a new, extended Anim8 object.
    // It gets a handler and the handle to the text as data:
    var int MyAnim8; MyAnim8 = Anim8_NewExt(0, MyLoop1, MyText, FALSE); 
    // Start value 1, MyLoop1 as handler, MyText as data and no float

    // Now the command to count to 10:
    Anim8(MyAnim8, 10, 10000, A8_Constant); // With MyAnim8 to 10 within 10000ms with constant motion.

    // So that the text and the Anim8 object are deleted after the process. 
    // Now we have to do two more things:
    Anim8_RemoveIfEmpty(MyAnim8, TRUE);
    Anim8_RemoveDataIfEmpty(MyAnim8, TRUE);
};

func void MyLoop1(var int MyText, var int Number)
{
    var zCViewText t; t = _^(myText);

    // Now the text is set to the value of the Anim8 object:
    t.text = IntToString(Number);

    // As I said, everything is deleted fully automatically
};
A similar example can be found in the Interface examples.

Moving zCVob in loop

Now we make a vob constantly move back and forth, but without a mover. FrameFunctions are used for the loop:

var zCVob MyVob;
var int MyVobAni;

func void Example2()
{
    // We use Ikarus to get a pointer to a known VOB:
    MyVob = MEM_PtrToInst(MEM_SearchVobByName("MYVOB"));
    // There must be a vob with the appropriate name in the world for this.

    // Since the positions of a vob are floats, this time Anim8 must also use floats:
    MyVobAni = Anim8_New(MyVob.trafoObjToWorld[3], TRUE);
    // The X position of the vob serves as the starting value.
    // We will also move it along this axis.

    // Now start a loop that "nudges" the vob over and over again:
    FF_Apply(MyVobLoop);
};

func void MyVobLoop()
{
    // We get the pointer to the VOB again
    MyVob = MEM_PtrToInst(MEM_SearchVobByName("MYVOB"));

    // Whenever there are no more commands, we add new ones:
    if(Anim8_Empty(MyVobAni))
    {
        // First move by three meters:
        Anim8(MyVobAni, addf(MyVob.trafoObjToWorld[3], mkf(300)), 1000, A8_SlowEnd);
        // Then wait half a second:
        Anim8q(MyVobAni, 0, 500, A8_Wait);
        // And then back again:
        Anim8q(MyVobAni, MyVob.trafoObjToWorld[3], 1000, A8_SlowEnd);
        // And wait another half a second:
        Anim8q(MyVobAni, 0, 500, A8_Wait);
        // Note the 'q' in the follow-up commands.
        // While Anim8 completely resets the command list, i.e. starts again, Anim8q appends the command to the queue.
        // So you can tinker with a command sequence.
    };
    // Of course, we must set the "animated" value to the VOB itself
    MyVob.trafoObjToWorld[3] = Anim8_Get(MyVobAni);
};