X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fanimation%2Fanimationplayer.h;fp=source%2Fanimation%2Fanimationplayer.h;h=c45027d9e82bacfb0358981dfadcc0fded8c5eb9;hp=0000000000000000000000000000000000000000;hb=7aaec9a70b8d7733429bec043f8e33e02956f266;hpb=bec07999d95b76f4b47cffcc564d0cd0afc0435e diff --git a/source/animation/animationplayer.h b/source/animation/animationplayer.h new file mode 100644 index 00000000..c45027d9 --- /dev/null +++ b/source/animation/animationplayer.h @@ -0,0 +1,98 @@ +#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; + float speed; + Animation::Iterator iterator; + + PlayingAnimation(const Animation &, float); + }; + + 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, float); +public: + /// Plays an animation on an object. Any previous animations are replaced. + 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 &, 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; + + /** 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(Placeable &); + + /// Stops a single animation affecting an object. + void stop(Placeable &, 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