#include <msp/time/timedelta.h>
#include "animation.h"
+#include "animationeventobserver.h"
+#include "matrix.h"
namespace Msp {
namespace GL {
class AnimationPlayer
{
private:
- struct AnimationSlot
+ struct PlayingAnimation
{
- const Animation &animation;
+ const Animation *animation;
+ float speed;
Animation::Iterator iterator;
- AnimationSlot(const Animation &);
+ PlayingAnimation(const Animation &, float);
};
- typedef std::list<AnimationSlot> AnimationList;
-
- struct ObjectSlot
+ struct Target: AnimationEventObserver
{
- AnimatedObject &object;
+ Placeable &placeable;
+ AnimatedObject *object;
Matrix base_matrix;
const Armature *armature;
- AnimationList animations;
+ std::vector<PlayingAnimation> animations;
bool stacked;
+ std::vector<AnimationEventObserver *> event_observers;
+
+ Target(Placeable &);
- ObjectSlot(AnimatedObject &);
+ virtual void animation_event(Placeable *, const std::string &, const Variant &);
};
- typedef std::map<AnimatedObject *, ObjectSlot> ObjectMap;
+ typedef std::map<const Placeable *, Target> ObjectMap;
ObjectMap objects;
private:
- ObjectSlot &get_slot(AnimatedObject &);
+ Target &get_slot(Placeable &);
+ Target &play_(Placeable &, const Animation &, bool, float);
public:
/// Plays an animation on an object. Any previous animations are replaced.
- void play(AnimatedObject &, const Animation &);
+ void play(AnimatedObject &, const Animation &, float = 1.0f);
+
+ void play(Placeable &, const Animation &, float = 1.0f);
/** Plays an animation, stacked with other animations. If no animations are
playing yet, the object's current matrix is used as the base. */
- void play_stacked(AnimatedObject &, const Animation &);
+ void play_stacked(AnimatedObject &, const Animation &, float = 1.0f);
+
+ void play_stacked(Placeable &, const Animation &, float = 1.0f);
+
+ /// Returns the number of animations currently affecting an object.
+ unsigned get_n_active_animations(const AnimatedObject &) const;
- /// Stops any animations affecting an object.
+ /** Request delivery of animation events for the given object. Events will
+ be delivered from all current and future animations until the observer is
+ removed. */
+ void observe_events(AnimatedObject &, AnimationEventObserver &);
+
+ /// Remove an event observer from one object.
+ void unobserve_events(AnimatedObject &, AnimationEventObserver &);
+
+ /// Remove an event observer from all objects.
+ void unobserve_events(AnimationEventObserver &);
+
+ /// Stops all animations affecting an object.
void stop(AnimatedObject &);
+ /// Stops a single animation affecting an object.
+ void stop(AnimatedObject &, const Animation &);
+
/** Advances all playing animations. Should be called in a regular manner,
preferably just before rendering. */
void tick(const Time::TimeDelta &);
private:
- bool tick_single(ObjectSlot &, const Time::TimeDelta &);
- bool tick_stacked(ObjectSlot &, const Time::TimeDelta &);
+ void tick_single(Target &, const Time::TimeDelta &);
+ void tick_stacked(Target &, const Time::TimeDelta &);
+ static void set_object_uniform(AnimatedObject &, const std::string &, const KeyFrame::AnimatedUniform &);
};
} // namespace GL