/* * ***** 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 // 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 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 */