106 lines
3.2 KiB
C++
106 lines
3.2 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) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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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 "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_CHAN 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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AnimControl *get_anim(int n) const;
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string get_anim_name(int n) const;
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MAKE_SEQ(get_anims, get_num_anims, get_anim);
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MAKE_SEQ(get_anim_names, get_num_anims, get_anim_name);
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void clear_anims();
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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 int get_num_frames() 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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void output(ostream &out) const;
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void write(ostream &out) const;
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private:
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class ControlDef {
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public:
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string _name;
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PT(AnimControl) _control;
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};
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typedef pvector<ControlDef> Controls;
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Controls _controls;
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typedef pmap<string, size_t> ControlsByName;
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ControlsByName _controls_by_name;
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AnimControl *_last_started_control;
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};
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INLINE ostream &operator << (ostream &out, const AnimControlCollection &collection);
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#include "animControlCollection.I"
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#endif
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