open_toontown_panda3d/panda/src/chan/animControlCollection.cxx

232 lines
7.9 KiB
C++

// Filename: animControlCollection.cxx
// Created by: drose (22Feb00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "animControlCollection.h"
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::Constructor
// Access: Published
// Description: Returns the AnimControl associated with the given
// name, or NULL if no such control has been associated.
////////////////////////////////////////////////////////////////////
AnimControlCollection::
AnimControlCollection() {
_last_started_control = (AnimControl *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::Destructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
AnimControlCollection::
~AnimControlCollection() {
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::store_anim
// Access: Published
// Description: Associates the given AnimControl with this collection
// under the given name. The AnimControl will remain
// associated until a new AnimControl is associated with
// the same name later, or until unbind_anim() is called
// with this name.
////////////////////////////////////////////////////////////////////
void AnimControlCollection::
store_anim(AnimControl *control, const string &name) {
Controls::iterator ci = _controls.find(name);
if (ci == _controls.end()) {
_controls.insert(Controls::value_type(name, control));
} else {
if (_last_started_control == (*ci).second) {
_last_started_control = (AnimControl *)NULL;
}
(*ci).second = control;
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::find_anim
// Access: Published
// Description: Returns the AnimControl associated with the given
// name, or NULL if no such control has been associated.
////////////////////////////////////////////////////////////////////
AnimControl *AnimControlCollection::
find_anim(const string &name) const {
Controls::const_iterator ci = _controls.find(name);
if (ci == _controls.end()) {
return (AnimControl *)NULL;
}
return (*ci).second;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::unbind_anim
// Access: Published
// Description: Removes the AnimControl associated with the given
// name, if any. Returns true if an AnimControl was
// removed, false if there was no AnimControl with the
// indicated name.
////////////////////////////////////////////////////////////////////
bool AnimControlCollection::
unbind_anim(const string &name) {
Controls::iterator ci = _controls.find(name);
if (ci == _controls.end()) {
return false;
}
if (_last_started_control == (*ci).second) {
_last_started_control = (AnimControl *)NULL;
}
_controls.erase(ci);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::get_num_anims
// Access: Published
// Description: Returns the number of AnimControls associated with
// this collection.
////////////////////////////////////////////////////////////////////
int AnimControlCollection::
get_num_anims() const {
return _controls.size();
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::clear_anims
// Access: Published
// Description: Disassociates all anims from this collection.
////////////////////////////////////////////////////////////////////
void AnimControlCollection::
clear_anims() {
_controls.clear();
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::play_all
// Access: Published
// Description: Starts all animations playing.
////////////////////////////////////////////////////////////////////
void AnimControlCollection::
play_all() {
Controls::const_iterator ci;
for (ci = _controls.begin(); ci != _controls.end(); ++ci) {
(*ci).second->play();
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::play_all
// Access: Published
// Description: Starts all animations playing.
////////////////////////////////////////////////////////////////////
void AnimControlCollection::
play_all(int from, int to) {
Controls::const_iterator ci;
for (ci = _controls.begin(); ci != _controls.end(); ++ci) {
(*ci).second->play(from, to);
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::loop_all
// Access: Published
// Description: Starts all animations looping.
////////////////////////////////////////////////////////////////////
void AnimControlCollection::
loop_all(bool restart) {
Controls::const_iterator ci;
for (ci = _controls.begin(); ci != _controls.end(); ++ci) {
(*ci).second->loop(restart);
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::loop_all
// Access: Published
// Description: Starts all animations looping.
////////////////////////////////////////////////////////////////////
void AnimControlCollection::
loop_all(bool restart, int from, int to) {
Controls::const_iterator ci;
for (ci = _controls.begin(); ci != _controls.end(); ++ci) {
(*ci).second->loop(restart, from, to);
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::stop_all
// Access: Published
// Description: Stops all currently playing animations. Returns true
// if any animations were stopped, false if none were
// playing.
////////////////////////////////////////////////////////////////////
bool AnimControlCollection::
stop_all() {
bool any = false;
Controls::const_iterator ci;
for (ci = _controls.begin(); ci != _controls.end(); ++ci) {
if ((*ci).second->is_playing()) {
any = true;
(*ci).second->stop();
}
}
return any;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::pose_all
// Access: Published
// Description: Sets all animations to the indicated frame.
////////////////////////////////////////////////////////////////////
void AnimControlCollection::
pose_all(int frame) {
Controls::const_iterator ci;
for (ci = _controls.begin(); ci != _controls.end(); ++ci) {
(*ci).second->pose(frame);
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::which_anim_playing
// Access: Published
// Description: Returns the name of the bound AnimControl currently
// playing, if any. If more than one AnimControl is
// currently playing, returns all of the names separated
// by spaces.
////////////////////////////////////////////////////////////////////
string AnimControlCollection::
which_anim_playing() const {
string result;
Controls::const_iterator ci;
for (ci = _controls.begin(); ci != _controls.end(); ++ci) {
if ((*ci).second->is_playing()) {
if (!result.empty()) {
result += " ";
}
result += (*ci).first;
}
}
return result;
}