forked from bartvdbraak/blender
296cc41b03
* Naming/style changes * Taking advantage of switch statements * Removing unneeded NULL checks * etc
111 lines
2.5 KiB
C++
111 lines
2.5 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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* Contributor(s): Mitchell Stokes.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file BL_ActionManager.cpp
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* \ingroup ketsji
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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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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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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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m_layers[layer]->SetFrame(frame);
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}
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struct bAction *BL_ActionManager::GetCurrentAction(short layer)
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{
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return m_layers[layer]->GetAction();
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return 0;
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}
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void BL_ActionManager::SetPlayMode(short layer, short mode)
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{
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m_layers[layer]->SetPlayMode(mode);
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}
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void BL_ActionManager::SetTimes(short layer, float start, float end)
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{
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m_layers[layer]->SetTimes(start, end);
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}
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bool 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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short priority,
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float blendin,
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short play_mode,
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float layer_weight,
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short ipo_flags,
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float playback_speed)
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{
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// Disable layer blending on the first layer
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if (layer == 0) layer_weight = -1.f;
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return m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, layer_weight, 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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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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