package body openGL.texture_Set is ------------- --- Animation -- function to_Frames (From : in texture_Set.texture_Ids) return Frames is Result : Frames (1 .. From'Length); begin for i in From'Range loop Result (i).texture_Id := From (i); end loop; return Result; end to_Frames; procedure animate (Self : in out Item) is use ada.Calendar; Now : constant ada.Calendar.Time := Clock; begin if Now >= Self.Animation.next_frame_Time then declare next_frame_Id : constant frame_Id := (if Self.Animation.Current < Self.Animation.frame_Count then Self.Animation.Current + 1 else 1); old_Frame : Frame renames Self.Animation.Frames (Self.Animation.Current); new_Frame : Frame renames Self.Animation.Frames (next_frame_Id); begin Self.Details (detail_Count (old_Frame.texture_Id)).texture_Apply := False; Self.Details (detail_Count (new_Frame.texture_Id)).texture_Apply := True; Self.Animation.Current := next_frame_Id; Self.Animation.next_frame_Time := Now + Self.Animation.frame_Duration; end; end if; end animate; --------- --- Forge -- function to_Set (texture_Assets : in asset_Names; texture_Tilings : in Tilings := [others => (S => 1.0, T => 1.0)]; Animation : in Animation_view := null) return Item is Result : Item (Count => texture_Assets'Length); begin for i in 1 .. Result.Count loop Result.Details (i).Object := texture.null_Object; Result.Details (i).Texture := texture_Assets (Integer (i)); Result.Details (i).Fade := 0.0; Result.Details (i).texture_Tiling := texture_Tilings (texture_Id (i)); if i = 1 then Result.Details (i).texture_Apply := True; else Result.Details (i).texture_Apply := False; end if; end loop; Result.Animation := Animation; return Result; end to_Set; ----------- --- Streams -- procedure write (Stream : not null access Ada.Streams.Root_Stream_Type'Class; Item : in Animation_view) is begin if Item = null then Boolean'write (Stream, False); else Boolean'write (Stream, True); Animation'output (Stream, Item.all); end if; end write; procedure read (Stream : not null access Ada.Streams.Root_Stream_Type'Class; Item : out Animation_view) is Item_not_null : Boolean; begin Boolean'read (Stream, Item_not_null); if Item_not_null then Item := new Animation' (Animation'Input (Stream)); else Item := null; end if; end read; end openGL.texture_Set;