blender/source/gameengine/Ketsji/BL_ActionManager.h
Mitchell Stokes 54a37ba855 BGE Animations: Adding more functions to BL_ActionManager and KX_GameObject:
BL_ActionManager:
    * IsActionDone(short layer) - Checks to see if the animation on the given layer has finished.

  KX_GameObject:
    * PlayAction(...) - Adds an action to the object's action manager
    * StopAction(short layer) - Remove an action from the object's action manager
    * IsActionDone(short layer) - Check if an action has finished playing
2011-06-01 05:46:19 +00:00

67 lines
1.7 KiB
C++

/**
* $Id$
*
* ***** 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BL_ACTIONMANAGER
#define __BL_ACTIONMANAGER
#include "BL_Action.h"
#define MAX_ACTION_LAYERS 4
class BL_ActionManager
{
private:
BL_Action* m_layers[MAX_ACTION_LAYERS];
public:
BL_ActionManager();
~BL_ActionManager();
void PlayAction(class KX_GameObject* gameobj,
const char* name,
float start,
float end,
short layer=0,
float blendin=0.f,
short play_mode=0,
short blend_mode=0,
float playback_speed=1.f);
void StopAction(short layer);
bool IsActionDone(short layer);
void Update(float);
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_ActionManager"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //BL_ACTIONMANAGER