Detailed Description

A single instance of an SPA animation. It's instanced like this so that the same animation can be played back multiple times at once; the instance keeps track of which frame the animation is currently at.

Public Member Functions

 SPAInstance (SPA animation)
 Creates a new playable instance of the given SPA animation. You'll need to call Setup. More...
 
 SPAInstance (SPA animation, ShaderSet shaders)
 Creates a new playable instance of the given SPA animation using the given shader set. More...
 
void SetContext (Css.RenderableData context)
 Sets the given context. Enables the node to receive events. More...
 
void dispatchEvent (string name)
 Dispatches an event to the event receiver, if there is one. More...
 
void Setup ()
 Sets up this instance using the default shader set. Not lit by default. More...
 
void Setup (bool lit)
 Sets up this instance using the default shader set. More...
 
void Setup (ShaderSet shaders)
 Sets up this instance with a given shader set. More...
 
void Setup (Shader shader)
 Sets this up with a particular shader. More...
 
void Update (float deltaTime)
 Advances the animation. Different animations may be at different frame rates, so this regulates the frame rate too. More...
 
void Stop ()
 Stops this instance. If you continue to display it after this is called, the animation will appear frozen on the last frame. More...
 

Public Attributes

bool Done
 True if the animation is over. More...
 
int AtFrame
 Which frame ID we're up to in the current sprite. More...
 
SPA Animation
 The animation this instance belongs to. More...
 
bool Loop =true
 True if this animation should loop. More...
 
int OverallFrame
 The frame ID in the overall animation. More...
 
float FrameDelay
 How long to wait before advancing the frame, in seconds. More...
 
float CurrentDelay
 How long we've waited so far since the frame was last advanced. More...
 
float Elapsed
 The overall elapsed time. More...
 
SPASprite CurrentSprite
 The current sprite we're using. Contains the graphic itself. More...
 
Material AnimatedMaterial
 The material this instance is using. More...
 
Dom.EventTarget EventReceiver
 A receiver for various events triggered by this SPA. More...
 
SPAInstance InstanceAfter
 Currently playing instances are stored in a linked list. This is the instance in the list after this one. PowerUI.SPA.FirstInstance More...
 
SPAInstance InstanceBefore
 Currently playing instances are stored in a linked list. This is theinstance in the list before this one. PowerUI.SPA.FirstInstance More...
 

Private Member Functions

void SetSprite (int index)
 Sets the sprite with the given ID as the active one. More...
 

Constructor & Destructor Documentation

Spa.SPAInstance.SPAInstance ( SPA  animation)
inline

Creates a new playable instance of the given SPA animation. You'll need to call Setup.

Spa.SPAInstance.SPAInstance ( SPA  animation,
ShaderSet  shaders 
)
inline

Creates a new playable instance of the given SPA animation using the given shader set.

Member Function Documentation

void Spa.SPAInstance.dispatchEvent ( string  name)
inline

Dispatches an event to the event receiver, if there is one.

void Spa.SPAInstance.SetContext ( Css.RenderableData  context)
inline

Sets the given context. Enables the node to receive events.

void Spa.SPAInstance.SetSprite ( int  index)
inlineprivate

Sets the sprite with the given ID as the active one.

Parameters
indexThe ID of the sprite.
void Spa.SPAInstance.Setup ( )
inline

Sets up this instance using the default shader set. Not lit by default.

void Spa.SPAInstance.Setup ( bool  lit)
inline

Sets up this instance using the default shader set.

void Spa.SPAInstance.Setup ( ShaderSet  shaders)
inline

Sets up this instance with a given shader set.

void Spa.SPAInstance.Setup ( Shader  shader)
inline

Sets this up with a particular shader.

void Spa.SPAInstance.Stop ( )
inline

Stops this instance. If you continue to display it after this is called, the animation will appear frozen on the last frame.

void Spa.SPAInstance.Update ( float  deltaTime)
inline

Advances the animation. Different animations may be at different frame rates, so this regulates the frame rate too.

Member Data Documentation

Material Spa.SPAInstance.AnimatedMaterial

The material this instance is using.

SPA Spa.SPAInstance.Animation

The animation this instance belongs to.

int Spa.SPAInstance.AtFrame

Which frame ID we're up to in the current sprite.

float Spa.SPAInstance.CurrentDelay

How long we've waited so far since the frame was last advanced.

SPASprite Spa.SPAInstance.CurrentSprite

The current sprite we're using. Contains the graphic itself.

bool Spa.SPAInstance.Done

True if the animation is over.

float Spa.SPAInstance.Elapsed

The overall elapsed time.

Dom.EventTarget Spa.SPAInstance.EventReceiver

A receiver for various events triggered by this SPA.

float Spa.SPAInstance.FrameDelay

How long to wait before advancing the frame, in seconds.

SPAInstance Spa.SPAInstance.InstanceAfter

Currently playing instances are stored in a linked list. This is the instance in the list after this one. PowerUI.SPA.FirstInstance

SPAInstance Spa.SPAInstance.InstanceBefore

Currently playing instances are stored in a linked list. This is theinstance in the list before this one. PowerUI.SPA.FirstInstance

bool Spa.SPAInstance.Loop =true

True if this animation should loop.

int Spa.SPAInstance.OverallFrame

The frame ID in the overall animation.