100 lines
2.3 KiB
C++
100 lines
2.3 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "BL_ActionManager.h"
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BL_ActionManager::BL_ActionManager(class KX_GameObject *obj)
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{
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for (int i=0; i<MAX_ACTION_LAYERS; ++i)
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m_layers[i] = new BL_Action(obj);
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}
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BL_ActionManager::~BL_ActionManager()
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{
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for (int i=0; i<MAX_ACTION_LAYERS; ++i)
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if (m_layers[i])
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delete m_layers[i];
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}
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float BL_ActionManager::GetActionFrame(short layer)
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{
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if (m_layers[layer])
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return m_layers[layer]->GetFrame();
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return 0.f;
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}
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void BL_ActionManager::SetActionFrame(short layer, float frame)
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{
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if (m_layers[layer])
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m_layers[layer]->SetFrame(frame);
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}
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void BL_ActionManager::PlayAction(const char* name,
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float start,
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float end,
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short layer,
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float blendin,
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short play_mode,
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short blend_mode,
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short ipo_flags,
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float playback_speed)
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{
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// Remove a currently running action on this layer if there is one
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if (m_layers[layer])
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StopAction(layer);
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// Create a new action
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m_layers[layer]->Play(name, start, end, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
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}
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void BL_ActionManager::StopAction(short layer)
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{
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m_layers[layer]->Stop();
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}
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bool BL_ActionManager::IsActionDone(short layer)
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{
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if (m_layers[layer])
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return m_layers[layer]->IsDone();
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return true;
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}
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void BL_ActionManager::Update(float curtime)
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{
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for (int i=0; i<MAX_ACTION_LAYERS; ++i)
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{
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if (!m_layers[i]->IsDone())
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{
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m_layers[i]->Update(curtime);
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}
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}
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}
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