#endif
#ifdef IMPLEMENTATION
-void configureAnimationAnimation(entity me, entity obj, void(entity, float) objSetter, float animStartTime, float animDuration, float animStartValue, float animEndValue)
+void Animation_configureAnimation(entity me, entity obj, void(entity, float) objSetter, float animStartTime, float animDuration, float animStartValue, float animEndValue)
{
me.setObjectSetter(me, obj, objSetter);
me.setTimeStartDuration(me, animStartTime, animDuration);
me.setValueStartEnd(me, animStartValue, animEndValue);
}
-void setTimeStartEndAnimation(entity me, float s, float e)
+void Animation_setTimeStartEnd(entity me, float s, float e)
{
me.startTime = s;
me.duration = e - s;
}
-void setTimeStartDurationAnimation(entity me, float s, float d)
+void Animation_setTimeStartDuration(entity me, float s, float d)
{
me.startTime = s;
me.duration = d;
}
-void setValueStartEndAnimation(entity me, float s, float e)
+void Animation_setValueStartEnd(entity me, float s, float e)
{
me.startValue = s;
me.delta = e - s;
}
-void setValueStartDeltaAnimation(entity me, float s, float d)
+void Animation_setValueStartDelta(entity me, float s, float d)
{
me.startValue = s;
me.delta = d;
}
-void setObjectSetterAnimation(entity me, entity o, void(entity, float) s)
+void Animation_setObjectSetter(entity me, entity o, void(entity, float) s)
{
me.object = o;
me.setter = s;
}
-void tickAnimation(entity me, float tickTime)
+void Animation_tick(entity me, float tickTime)
{
if (me.isStopped(me) || me.isFinished(me) || (tickTime < me.startTime))
return;
me.setter(me.object, me.value);
}
-float calcValueAnimation(entity me, float tickTime, float animDuration, float animStartValue, float animDelta)
+float Animation_calcValue(entity me, float tickTime, float animDuration, float animStartValue, float animDelta)
{
return animStartValue;
}
-float isStoppedAnimation(entity me)
+float Animation_isStopped(entity me)
{
return me.stopped;
}
-void stopAnimAnimation(entity me)
+void Animation_stopAnim(entity me)
{
me.stopped = TRUE;
}
-void resumeAnimAnimation(entity me)
+void Animation_resumeAnim(entity me)
{
me.stopped = FALSE;
}
-float isFinishedAnimation(entity me)
+float Animation_isFinished(entity me)
{
return me.finished;
}
-void finishAnimAnimation(entity me)
+void Animation_finishAnim(entity me)
{
me.value = me.delta + me.startValue;
me.finished = TRUE;