#ifndef SMXPanelAnimation_h #define SMXPanelAnimation_h #include #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 &frames, int panel); // The high-level animated GIF frames: std::vector> 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 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