/** * $Id$ * * ***** 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.cpp * \ingroup ketsji */ #ifndef __BL_ACTIONMANAGER #define __BL_ACTIONMANAGER #include "BL_Action.h" #define MAX_ACTION_LAYERS 8 /** * BL_ActionManager is responsible for handling a KX_GameObject's actions. */ class BL_ActionManager { private: BL_Action* m_layers[MAX_ACTION_LAYERS]; 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); /** * Gets the current frame of an action */ float GetActionFrame(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); /** * Check if an action has finished playing */ bool IsActionDone(short layer); /** * Update any running actions */ void Update(float); #ifdef WITH_CXX_GUARDEDALLOC public: void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_ActionManager"); } void operator delete( void *mem ) { MEM_freeN(mem); } #endif }; #endif //BL_ACTIONMANAGER