diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /source/gameengine/Ketsji/BL_ActionManager.h | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (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.h | 132 |
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 */ |