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SMX_PGE/sdk/Windows/SMXPanelAnimation.h

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#ifndef SMXPanelAnimation_h
#define SMXPanelAnimation_h
#include <vector>
#include "SMXGif.h"
enum SMX_LightsType
{
SMX_LightsType_Released, // animation while panels are released
SMX_LightsType_Pressed, // animation while panel is pressed
NUM_SMX_LightsType,
};
// SMXPanelAnimation holds an animation, with graphics for a single panel.
class SMXPanelAnimation
{
public:
void Load(const std::vector<SMXGif::SMXGifFrame> &frames, int panel);
// The high-level animated GIF frames:
std::vector<std::vector<SMXGif::Color>> m_aPanelGraphics;
// The animation starts on frame 0. When it reaches the end, it loops
// back to this frame.
int m_iLoopFrame = 0;
// The duration of each frame in seconds.
std::vector<float> m_iFrameDurations;
};
// For SMX_API:
#include "../SMX.h"
// High-level interface for C# bindings:
//
// Load an animated GIF as a panel animation. pad is the pad this animation is for (0 or 1),
// and type is which animation this is for. Any previously loaded animation will be replaced.
// On error, false is returned and error is set to a plain-text error message which is valid
// until the next call. On success, the animation can be uploaded to the pad if supported using
// SMX_LightsUpload_BeginUpload, or used directly with SMX_LightsAnimation_SetAuto.
SMX_API bool SMX_LightsAnimation_Load(const char *gif, int size, int pad, SMX_LightsType type, const char **error);
// Enable or disable automatically handling lights animations. If enabled, any animations
// loaded with SMX_LightsAnimation_Load will run automatically as long as the SDK is loaded.
// This only has an effect if the platform doesn't handle animations directly. On newer firmware,
// this has no effect (upload the animation to the panel instead).
// XXX: should we automatically disable SMX_SetLights when this is enabled?
SMX_API void SMX_LightsAnimation_SetAuto(bool enable);
#endif