blender/source/gameengine/Ketsji/BL_ActionManager.h
Mitchell Stokes ee5284faf6 BGE: Dynamically-allocated action layers
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
2014-05-07 20:32:50 -07:00

130 lines
2.9 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Mitchell Stokes.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file BL_ActionManager.cpp
* \ingroup ketsji
*/
#ifndef __BL_ACTIONMANAGER_H__
#define __BL_ACTIONMANAGER_H__
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
#include <map>
// Currently, we use the max value of a short.
// We should switch to unsigned short; doesn't make sense to support negative layers.
// This will also give us 64k layers instead of 32k.
#define MAX_ACTION_LAYERS 32767
class BL_Action;
/**
* BL_ActionManager is responsible for handling a KX_GameObject's actions.
*/
class BL_ActionManager
{
private:
typedef std::map<short,BL_Action*> BL_ActionMap;
class KX_GameObject* m_obj;
BL_ActionMap m_layers;
/**
* Check if an action exists
*/
BL_Action* GetAction(short layer);
/**
* Add new action with given layer
*/
BL_Action* AddAction(short layer);
public:
BL_ActionManager(class KX_GameObject* obj);
~BL_ActionManager();
bool PlayAction(const char* name,
float start,
float end,
short layer=0,
short priority=0,
float blendin=0.f,
short play_mode=0,
float layer_weight=0.f,
short ipo_flags=0,
float playback_speed=1.f,
short blend_mode=0);
/**
* Gets the current frame of an action
*/
float GetActionFrame(short layer);
/**
* Sets the current frame of an action
*/
void SetActionFrame(short layer, float frame);
/**
* Gets the currently running action on the given layer
*/
struct bAction *GetCurrentAction(short layer);
/**
* Sets play mode of the action on the given layer
*/
void SetPlayMode(short layer, short mode);
/**
* Sets the start and end times of the action on the given layer
*/
void SetTimes(short layer, float start, float end);
/**
* Stop playing the action on the given layer
*/
void StopAction(short layer);
/**
* Check if an action has finished playing
*/
bool IsActionDone(short layer);
/**
* Update any running actions
*/
void Update(float);
/**
* Update object IPOs (note: not thread-safe!)
*/
void UpdateIPOs();
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_ActionManager")
#endif
};
#endif /* BL_ACTIONMANAGER */