97 lines
3.1 KiB
C++
97 lines
3.1 KiB
C++
// Filename: animControlCollection.h
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// Created by: drose (22Feb00)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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#ifndef ANIMCONTROLCOLLECTION_H
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#define ANIMCONTROLCOLLECTION_H
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#include <pandabase.h>
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#include "animControl.h"
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#include <event.h>
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#include <pt_Event.h>
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#include <string>
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#include "pmap.h"
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////////////////////////////////////////////////////////////////////
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// Class : AnimControlCollection
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// Description : This is a named collection of AnimControl pointers.
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// An AnimControl may be added to the collection by
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// name. While an AnimControl is associated, its
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// reference count is maintained; associating a new
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// AnimControl with the same name will decrement the
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// previous control's reference count (and possibly
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// delete it, unbinding its animation).
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA AnimControlCollection {
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PUBLISHED:
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AnimControlCollection();
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~AnimControlCollection();
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void store_anim(AnimControl *control, const string &name);
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AnimControl *find_anim(const string &name) const;
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bool unbind_anim(const string &name);
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int get_num_anims() const;
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void clear_anims();
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INLINE void set_stop_event(const CPT_Event &stop_event);
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INLINE void clear_stop_event();
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INLINE bool has_stop_event() const;
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INLINE CPT_Event get_stop_event() const;
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// The following functions are convenience functions that vector
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// directly into the AnimControl's functionality by anim name.
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INLINE bool play(const string &anim_name);
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INLINE bool play(const string &anim_name, int from, int to);
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INLINE bool loop(const string &anim_name, bool restart);
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INLINE bool loop(const string &anim_name, bool restart, int from, int to);
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INLINE bool stop(const string &anim_name);
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INLINE bool pose(const string &anim_name, int frame);
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// These functions operate on all anims at once.
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void play_all();
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void play_all(int from, int to);
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void loop_all(bool restart);
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void loop_all(bool restart, int from, int to);
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bool stop_all();
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void pose_all(int frame);
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INLINE int get_frame(const string &anim_name) const;
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INLINE int get_frame() const;
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INLINE int get_num_frames(const string &anim_name) const;
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INLINE bool is_playing(const string &anim_name) const;
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INLINE bool is_playing() const;
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string which_anim_playing() const;
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private:
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typedef pmap<string, PT(AnimControl) > Controls;
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Controls _controls;
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CPT_Event _stop_event;
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AnimControl *_last_started_control;
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};
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#include "animControlCollection.I"
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#endif
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