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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /source/gameengine/Ketsji/BL_ActionManager.h
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'source/gameengine/Ketsji/BL_ActionManager.h')
-rw-r--r--source/gameengine/Ketsji/BL_ActionManager.h132
1 files changed, 0 insertions, 132 deletions
diff --git a/source/gameengine/Ketsji/BL_ActionManager.h b/source/gameengine/Ketsji/BL_ActionManager.h
deleted file mode 100644
index 69c6d611df0..00000000000
--- a/source/gameengine/Ketsji/BL_ActionManager.h
+++ /dev/null
@@ -1,132 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Contributor(s): Mitchell Stokes.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file BL_ActionManager.h
- * \ingroup ketsji
- */
-
-#ifndef __BL_ACTIONMANAGER_H__
-#define __BL_ACTIONMANAGER_H__
-
-#ifdef WITH_CXX_GUARDEDALLOC
- #include "MEM_guardedalloc.h"
-#endif
-
-#include <map>
-
-// Currently, we use the max value of a short.
-// We should switch to unsigned short; doesn't make sense to support negative layers.
-// This will also give us 64k layers instead of 32k.
-#define MAX_ACTION_LAYERS 32767
-
-class BL_Action;
-
-/**
- * BL_ActionManager is responsible for handling a KX_GameObject's actions.
- */
-class BL_ActionManager
-{
-private:
- typedef std::map<short,BL_Action*> BL_ActionMap;
-
- class KX_GameObject* m_obj;
- BL_ActionMap m_layers;
-
- // The last update time to avoid double animation update.
- float m_prevUpdate;
-
- /**
- * Check if an action exists
- */
- BL_Action* GetAction(short layer);
-
-public:
- BL_ActionManager(class KX_GameObject* obj);
- ~BL_ActionManager();
-
- bool PlayAction(const char* name,
- float start,
- float end,
- short layer=0,
- short priority=0,
- float blendin=0.f,
- short play_mode=0,
- float layer_weight=0.f,
- short ipo_flags=0,
- float playback_speed=1.f,
- short blend_mode=0);
- /**
- * Gets the current frame of an action
- */
- float GetActionFrame(short layer);
-
- /**
- * Gets the name of the current action
- */
- const char *GetActionName(short layer);
-
- /**
- * Sets the current frame of an action
- */
- void SetActionFrame(short layer, float frame);
-
- /**
- * Gets the currently running action on the given layer
- */
- struct bAction *GetCurrentAction(short layer);
-
- /**
- * Sets play mode of the action on the given layer
- */
- void SetPlayMode(short layer, short mode);
-
- /**
- * Sets the start and end times of the action on the given layer
- */
- void SetTimes(short layer, float start, float end);
-
- /**
- * Stop playing the action on the given layer
- */
- void StopAction(short layer);
-
- /**
- * Remove playing tagged actions.
- */
- void RemoveTaggedActions();
-
- /**
- * Check if an action has finished playing
- */
- bool IsActionDone(short layer);
-
- /**
- * Update any running actions
- */
- void Update(float);
-
-#ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_ActionManager")
-#endif
-};
-
-#endif /* BL_ACTIONMANAGER */