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 (the_Animation : in out Animation; texture_Applies : in out texture_Apply_array) is use ada.Calendar; Now : constant ada.Calendar.Time := Clock; begin if Now >= the_Animation.next_frame_Time then declare next_frame_Id : constant frame_Id := (if the_Animation.Current < the_Animation.frame_Count then the_Animation.Current + 1 else 1); old_Frame : Frame renames the_Animation.Frames (the_Animation.Current); new_Frame : Frame renames the_Animation.Frames (next_frame_Id); begin texture_Applies (old_Frame.texture_Id) := False; texture_Applies (new_Frame.texture_Id) := True; the_Animation.Current := next_frame_Id; the_Animation.next_frame_Time := Now + the_Animation.frame_Duration; end; end if; end animate; ----------- --- Details -- function to_Details (texture_Assets : in asset_Names; Animation : in Animation_view := null) return Details is Result : Details; begin Result.texture_Count := texture_Assets'Length; for i in 1 .. texture_Assets'Length loop Result.Textures (i) := texture_Assets (i); end loop; Result.Animation := Animation; return Result; end to_Details; -------- --- Item -- procedure Texture_is (in_Set : in out Item; Which : texture_ID := 1; Now : in openGL.Texture.Object) is begin in_Set.Textures (Which).Object := Now; in_Set.is_Transparent := in_Set.is_Transparent or Now .is_Transparent; if Natural (Which) > in_Set.Count then in_Set.Count := Natural (Which); end if; end Texture_is; function Texture (in_Set : in Item; Which : texture_ID := 1) return openGL.Texture.Object is begin return in_Set.Textures (Which).Object; end Texture; ----------- --- 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;