+++ /dev/null
-#ifndef MSP_GL_ANIMATIONPLAYER_H_
-#define MSP_GL_ANIMATIONPLAYER_H_
-
-#include <msp/time/timedelta.h>
-#include "animation.h"
-#include "matrix.h"
-
-namespace Msp {
-namespace GL {
-
-class AnimatedObject;
-
-/**
-The bridge between Animations and AnimatedObjects. A single AnimationPlayer
-can handle an arbitrary number of animations simultaneously.
-*/
-class AnimationPlayer
-{
-private:
- struct AnimationSlot
- {
- const Animation &animation;
- Animation::Iterator iterator;
-
- AnimationSlot(const Animation &);
- };
-
- typedef std::list<AnimationSlot> AnimationList;
-
- struct ObjectSlot
- {
- AnimatedObject &object;
- Matrix base_matrix;
- const Armature *armature;
- AnimationList animations;
- bool stacked;
-
- ObjectSlot(AnimatedObject &);
- };
-
- typedef std::map<const AnimatedObject *, ObjectSlot> ObjectMap;
-
- ObjectMap objects;
-
-private:
- ObjectSlot &get_slot(AnimatedObject &);
-
-public:
- /// Plays an animation on an object. Any previous animations are replaced.
- void play(AnimatedObject &, const Animation &);
-
- /** 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 &);
-
- /// Returns the number of animations currently affecting an object.
- unsigned get_n_active_animations(const AnimatedObject &) const;
-
- /// 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 &);
- static void set_object_uniform(AnimatedObject &, const std::string &, const KeyFrame::AnimatedUniform &);
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif