forked from bartvdbraak/blender
ee5284faf6
This patch removes the limitations on the number of action layers in the BGE. BL_ActionManager currently uses a fixed array to keep track of the action layers. This patch replaces the fixed array with a map which allows for dynamic allocation of action layers. Layers (map items) are automatically removed on BL_ActionManager's update function. The maximum number of layers is roughly the value of a short. Backwards functionality is maintained and there are no changes to the Python API. Task Discussion: https://developer.blender.org/T39572 Author: Kevin Ednalino Reviewers: moguri Differential Revision: https://developer.blender.org/D491
130 lines
2.9 KiB
C++
130 lines
2.9 KiB
C++
/*
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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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#ifndef __BL_ACTIONMANAGER_H__
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#define __BL_ACTIONMANAGER_H__
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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#include <map>
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// Currently, we use the max value of a short.
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// We should switch to unsigned short; doesn't make sense to support negative layers.
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// This will also give us 64k layers instead of 32k.
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#define MAX_ACTION_LAYERS 32767
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class BL_Action;
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/**
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* BL_ActionManager is responsible for handling a KX_GameObject's actions.
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*/
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class BL_ActionManager
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{
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private:
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typedef std::map<short,BL_Action*> BL_ActionMap;
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class KX_GameObject* m_obj;
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BL_ActionMap m_layers;
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/**
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* Check if an action exists
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*/
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BL_Action* GetAction(short layer);
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/**
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* Add new action with given layer
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*/
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BL_Action* AddAction(short layer);
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public:
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BL_ActionManager(class KX_GameObject* obj);
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~BL_ActionManager();
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bool PlayAction(const char* name,
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float start,
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float end,
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short layer=0,
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short priority=0,
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float blendin=0.f,
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short play_mode=0,
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float layer_weight=0.f,
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short ipo_flags=0,
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float playback_speed=1.f,
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short blend_mode=0);
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/**
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* Gets the current frame of an action
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*/
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float GetActionFrame(short layer);
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/**
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* Sets the current frame of an action
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*/
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void SetActionFrame(short layer, float frame);
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/**
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* Gets the currently running action on the given layer
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*/
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struct bAction *GetCurrentAction(short layer);
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/**
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* Sets play mode of the action on the given layer
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*/
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void SetPlayMode(short layer, short mode);
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/**
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* Sets the start and end times of the action on the given layer
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*/
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void SetTimes(short layer, float start, float end);
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/**
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* Stop playing the action on the given layer
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*/
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void StopAction(short layer);
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/**
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* Check if an action has finished playing
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*/
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bool IsActionDone(short layer);
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/**
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* Update any running actions
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*/
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void Update(float);
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/**
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* Update object IPOs (note: not thread-safe!)
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*/
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void UpdateIPOs();
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_ActionManager")
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#endif
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};
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#endif /* BL_ACTIONMANAGER */
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