X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fanimationplayer.h;h=5d5f4cb85a260f88f9d5a109004b71b982c05564;hp=6211fd661c21acd921743644571b1a1d7a45b2d3;hb=a993091fbb8fdb76a1d02be9de59529c14b59cf0;hpb=4dfd9c85997867060a0d420f3e76c3711b90c765 diff --git a/source/animationplayer.h b/source/animationplayer.h index 6211fd66..5d5f4cb8 100644 --- a/source/animationplayer.h +++ b/source/animationplayer.h @@ -17,33 +17,31 @@ can handle an arbitrary number of animations simultaneously. class AnimationPlayer { private: - struct AnimationSlot + struct PlayingAnimation { - const Animation &animation; + const Animation *animation; Animation::Iterator iterator; - AnimationSlot(const Animation &); + PlayingAnimation(const Animation &); }; - typedef std::list AnimationList; - - struct ObjectSlot + struct Target: AnimationEventObserver { AnimatedObject &object; Matrix base_matrix; const Armature *armature; - AnimationList animations; + std::vector animations; bool stacked; - ObjectSlot(AnimatedObject &); + Target(AnimatedObject &); }; - typedef std::map ObjectMap; + typedef std::map ObjectMap; ObjectMap objects; private: - ObjectSlot &get_slot(AnimatedObject &); + Target &get_slot(AnimatedObject &); public: /// Plays an animation on an object. Any previous animations are replaced. @@ -56,16 +54,20 @@ public: /// Returns the number of animations currently affecting an object. unsigned get_n_active_animations(const AnimatedObject &) const; - /// Stops any animations affecting an object. + /// 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