/* Copyright (C) 2009-2011 id Software LLC, a ZeniMax Media company. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #import #import #import "AnimatedImage.h" @implementation idAnimatedImage /* ======================== SetupAnimation ======================== */ - (void) SetupAnimation:( NSString * )animationBaseName :( float )animationDuration :( int )animationRepeat { // Create an Array to store our images in. const static int MAX_NUM_ANIMFRAMES = 20; NSMutableArray * imageArray = [ [ NSMutableArray alloc ] initWithCapacity:MAX_NUM_ANIMFRAMES ]; for( int index = 1; index < MAX_NUM_ANIMFRAMES; index++ ) { NSString * imageName = [ [ NSString alloc ] initWithFormat:@"%@_%d.png", animationBaseName, index ]; // Try and Load the Image. UIImage * imageCheck = [UIImage imageNamed: imageName ]; // are we good? if( imageCheck != nil ) { // add it to the array of Images. [ imageArray addObject:imageCheck ]; } else { break; } } // Set the Animation Data. [ self setAnimationImages: imageArray ]; [ self setAnimationDuration: animationDuration]; [ self setAnimationRepeatCount: animationRepeat ]; } @end