X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fanimationplayer.h;h=c45027d9e82bacfb0358981dfadcc0fded8c5eb9;hp=4158627dbaa66fc26cceee5bb9d4dfb93600decf;hb=HEAD;hpb=b1caf9df027b3cfca3909947b6041fbf80e9c277 diff --git a/source/animationplayer.h b/source/animationplayer.h deleted file mode 100644 index 4158627d..00000000 --- a/source/animationplayer.h +++ /dev/null @@ -1,97 +0,0 @@ -#ifndef MSP_GL_ANIMATIONPLAYER_H_ -#define MSP_GL_ANIMATIONPLAYER_H_ - -#include -#include "animation.h" -#include "animationeventobserver.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 PlayingAnimation - { - const Animation *animation; - Animation::Iterator iterator; - - PlayingAnimation(const Animation &); - }; - - struct Target: AnimationEventObserver - { - Placeable &placeable; - AnimatedObject *object; - Matrix base_matrix; - const Armature *armature; - std::vector animations; - bool stacked; - std::vector event_observers; - - Target(Placeable &); - - virtual void animation_event(Placeable *, const std::string &, const Variant &); - }; - - typedef std::map ObjectMap; - - ObjectMap objects; - -private: - Target &get_slot(Placeable &); - - Target &play_(Placeable &, const Animation &, bool); -public: - /// Plays an animation on an object. Any previous animations are replaced. - void play(AnimatedObject &, const Animation &); - - void play(Placeable &, 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 &); - - void play_stacked(Placeable &, const Animation &); - - /// Returns the number of animations currently affecting an object. - unsigned get_n_active_animations(const AnimatedObject &) const; - - /** 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: - 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 -} // namespace Msp - -#endif