class TEF::Animation::Animatable

Animatable base class.

This class implements all necessary functions to write a custom animatable object with ease. It provides a DSL to easily register new animatable colours, values and coordinates, and handles updating and configuring them.

By inheriting from this base class, the user must only define the animatable properties of their object by using:

The object must also be passed to the Animation handler, by calling: handler = your_instance;

Attributes

death_delay[R]

@return [Numeric, nil] If set, returns the time (in s) that this

object will live for. If the object is currently a live animation,
setting this will make the object die in the given number of
seconds. If it is not currently animated, it will make the object
die after the given number of seconds, starting from when it
was registered with the handler.
death_time[R]

@return [Time, nil] If set, returns the time this object will

auto-delete. This will not delete the Ruby object, but it will
send a delete request to the animation slaves.
module_id[R]

@return [String, nil] Module ID of this object as in SxxMxx, or nil.

Public Class Methods

animatable_attr(name, id) click to toggle source

Defines a new animatable attribute.

The defined attribute will become accessible via a getter and convenience setter function, giving the user access to the created {Value} instance.

@param name [Symbol] Name of the attribute, as symbol. Will

create getter and setter functions.

@param id [Numeric] Address of the animatable attribute. Must match

the address defined in the animation C++ code!

@!macro [attach] anim.attribute

@!attribute [rw] $1
  @return [Value] Animated value '$1' (ID $2)
# File lib/tef/Animation/Animatable.rb, line 80
def self.animatable_attr(name, id)
        get_attr_list()[name] = id

        define_method(name.to_s) do
                @animatable_attributes[name]
        end

        define_method("#{name}=") do |arg|
                if arg.is_a? Numeric
                        @animatable_attributes[name].add = arg
                else
                        @animatable_attributes[name].from = arg
                end
        end
end
animatable_color(name, id) click to toggle source

Defines a new animatable color

The defined color will become accessible via a getter and convenience setter function, giving the user access to the created {Color} instance.

@param name [Symbol] Name of the color, as symbol. Will

create getter and setter functions.

@param id [Numeric] Address of the animatable color. Must match

the address defined in the animation C++ code!

@!macro [attach] anim.color

@!attribute [rw] $1
  @return [Color] Animated color '$1' (ID $2)
# File lib/tef/Animation/Animatable.rb, line 109
def self.animatable_color(name, id)
        get_color_list()[name] = id

        define_method(name.to_s) do
                @animatable_colors[name]
        end

        define_method("#{name}=") do |arg|
                @animatable_colors[name].target = arg
        end
end
animatable_coordinate(name, start) click to toggle source

Defines a new animatable coordinate.

The defined coordinate will become accessible via a getter and convenience setter function, giving the user access to the created {Value} instance.

@param name [Symbol] Name of the coordinate, as symbol. Will

create getter and setter functions.

@param id [Numeric] Starting address of the coordinates. Expects

the coordinate parameters to be sequential!

@!macro [attach] anim.attribute

@!attribute [rw] $1
  @return [Coordinate] Coordinate for '$1' (ID $2)
# File lib/tef/Animation/Animatable.rb, line 135
def self.animatable_coordinate(name, start)
        get_coordinate_list()[name] = start

        define_method(name.to_s) do
                @animatable_coordinates[name]
        end
end
get_attr_list() click to toggle source

@private @return [Array<{Symbol, Integer>] List of registered animatable attributes

# File lib/tef/Animation/Animatable.rb, line 52
def self.get_attr_list
        @class_attribute_list ||= {}
end
get_color_list() click to toggle source

@private @return [Array<Symbol, Integer>] List of registered animatable colours

# File lib/tef/Animation/Animatable.rb, line 57
def self.get_color_list
        @class_color_list ||= {}
end
get_coordinate_list() click to toggle source

@private @return [Array<Symbol, Integer>] List of registered animatable coordinates

# File lib/tef/Animation/Animatable.rb, line 62
def self.get_coordinate_list
        @class_coordinate_list ||= {}
end
new() click to toggle source

Initialize a generic animatable object.

This will initialize the necessary internal hashes that contain the animatable attributes, colors and coordinates.

# File lib/tef/Animation/Animatable.rb, line 147
def initialize()
        @animatable_attributes = {}
        @animatable_colors = {}
        @animatable_coordinates = {}

        @animatable_pending_strings = [];

        self.class.get_attr_list.each do |key, val|
                @animatable_attributes[key] = Value.new(val)
        end

        self.class.get_color_list.each do |key, val|
                @animatable_colors[key] = Color.new(val)
        end

        self.class.get_coordinate_list.each do |key, offset|
                @animatable_coordinates[key] = Coordinate.new(offset)
        end
end

Public Instance Methods

configure(h = nil, **opts) click to toggle source

Quickly configure this object.

This is a convenience function to very quickly and easily (re)configure this animatable object. It will take a hash or named options, and will pass the values of the hash to the matching {Value}, {Color} or {Coordinate}

@see Value#configure @see Color#configure @see Coordinate#configure

@example

my_box.configure up: 10, down: 5, left: { dampen: 0.4, add: 2 }
# File lib/tef/Animation/Animatable.rb, line 229
def configure(h = nil, **opts)
        h ||= opts;

        raise ArgumentError, 'Config must be a hash!' unless h.is_a? Hash

        h.each do |key, data|
                if(key == :die_after)
                        die_in(data.to_f);
                        next;
                end

                value =    @animatable_attributes[key] ||
                                        @animatable_colors[key] ||
                                        @animatable_coordinates[key]

                raise ArgumentError, "Parameter #{key} does not exist!" unless value

                value.configure(data);
        end
end
creation_string() click to toggle source

Return a default creation string.

This function MUST be overwritten by the user to provide a proper creation string! It will be sent over FurComs via the 'NEW' topic and must contain all necessary information for the slaves to construct the matching object.

# File lib/tef/Animation/Animatable.rb, line 256
def creation_string
        ''
end
death_time=(n_time) click to toggle source
# File lib/tef/Animation/Animatable.rb, line 167
def death_time=(n_time)
        raise ArgumentError, 'Must be a Time!' unless n_time.is_a? Time || n_time.nil?

        return if n_time == @death_time

        @death_time = n_time
        @death_time_changed = true
end
death_time_string() click to toggle source

@private

Returns a String to be sent via FurComs to configure the object to die in a certain number of seconds.

# File lib/tef/Animation/Animatable.rb, line 295
def death_time_string
        return nil unless @death_time_changed

        @death_time_changed = false

        return "#{@module_id} N;" if @death_time.nil?

        remaining_time = (@death_time - Time.now()).round(2)

        "#{@module_id} #{remaining_time};"
end
die!() click to toggle source

Instantly deletes this object from the animation slaves. @see die_in

# File lib/tef/Animation/Animatable.rb, line 207
def die!
        self.death_time = Time.at(0)
end
die_in(t) click to toggle source

Make this object die in a given number of seconds. After the timer set here expires, the object will automatically be deleted. As the slaves will do it automatically, it is good practice to give any temporary object a death time, if possible, to have them automatically cleaned up.

It is possible to remove a death time or extend it, by calling this function another time.

@note This will not delete the Ruby object, but it will be

unregistered from the {Animation::Handler}. It can safely
be re-registered to re-create a new object.

@param t [Numeric, nil] The time, in seconds until this object will

be killed.
# File lib/tef/Animation/Animatable.rb, line 191
def die_in(t)
        if t.nil?
                self.death_time = nil
                @death_delay = nil

                return
        end

        raise ArgumentError, "Time must be num!" unless t.is_a? Numeric

        self.death_time = Time.now() + t
        @death_delay = t
end
get_set_strings() click to toggle source

@private

Returns an array of 'SET' Hashes, to be sent over the FurComs bus, 'SET' topic. They represent raw value configurations of the animatable values.

The {Handler} that called this function has the duty of packing them into complete commands, as the initial module ID can be left out for sequential value access, saving a few bytes each transfer.

@note Never call this unless you are the {Handler}! It will

mark the changes as already transmitted, so manually calling
this will cause data loss!

@return [Array<Hash>] An array containing Hashes outlining each

value's SET string.
# File lib/tef/Animation/Animatable.rb, line 324
def get_set_strings()
        return [] unless @module_id

        out_elements = []

        all_animatable_attributes.each do |val|
                o_str = val.set_string
                next if o_str.nil?

                out_elements << { module: @module_id, value: val.ID, str: o_str };
        end

        out_elements
end
get_setc_strings() click to toggle source

@private

@see get_set_strings

# File lib/tef/Animation/Animatable.rb, line 342
def get_setc_strings()
        return [] unless @module_id

        out_elements = []

        @animatable_colors.values.each do |val|
                o_str = val.set_string
                next if o_str.nil?

                out_elements << "#{@module_id}#{o_str}"
        end

        out_elements
end
get_setss_strings() click to toggle source
# File lib/tef/Animation/Animatable.rb, line 357
def get_setss_strings()
        return [] unless @module_id

        out =  @animatable_pending_strings.map do |str|
                "#{@module_id} #{str}"
        end

        @animatable_pending_strings.clear

        return out;
end
is_dead?() click to toggle source
# File lib/tef/Animation/Animatable.rb, line 211
def is_dead?
        return false if @death_time.nil?
        return @death_time < Time.now();
end
module_id=(new_str) click to toggle source

@private Set the module ID of this object manually.

@note Do not call this function, it is purely internal.

Only the {Handler} may set the module ID, otherwise undefined
behavior may occour!
# File lib/tef/Animation/Animatable.rb, line 277
def module_id=(new_str)
        unless new_str =~ /^S[\d]{1,3}M[\d]{1,3}$/ || new_str.nil?
                raise ArgumentError, 'Target must be a valid Animation Value'
        end

        all_animatable_attributes.each do |value|
                value.module_id = new_str
        end

        die_in @death_delay if @death_delay

        @module_id = new_str
end
send_string(str) click to toggle source
# File lib/tef/Animation/Animatable.rb, line 260
def send_string(str)
        @animatable_pending_strings << str;
end

Private Instance Methods

all_animatable_attributes() click to toggle source
# File lib/tef/Animation/Animatable.rb, line 264
        def all_animatable_attributes
        out =  @animatable_attributes.values
        out += @animatable_coordinates.values.map(&:animatable_attributes)

        out.flatten
end