X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fanimationplayer.h;h=b6575304f4072d03f489590e599b370ad0ea816b;hp=cc34e16a513f411f1c427364f91eee18bda10b11;hb=a4549c55a6d47129bd9e42c6a49a671b759ce6d9;hpb=5ba1446b314ddc914693cb9cbb9a7b54a4d30a45 diff --git a/source/animationplayer.h b/source/animationplayer.h index cc34e16a..b6575304 100644 --- a/source/animationplayer.h +++ b/source/animationplayer.h @@ -3,6 +3,8 @@ #include #include "animation.h" +#include "animationeventobserver.h" +#include "matrix.h" namespace Msp { namespace GL { @@ -16,52 +18,78 @@ can handle an arbitrary number of animations simultaneously. 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 AnimationList; - - struct ObjectSlot + struct Target: AnimationEventObserver { - AnimatedObject &object; + Placeable &placeable; + AnimatedObject *object; Matrix base_matrix; const Armature *armature; - AnimationList animations; + std::vector animations; bool stacked; + std::vector event_observers; + + Target(Placeable &); - ObjectSlot(AnimatedObject &); + virtual void animation_event(Placeable *, const std::string &, const Variant &); }; - typedef std::map ObjectMap; + typedef std::map 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