open_toontown_panda3d/panda/src/chan/animControlCollection.h

107 lines
3.3 KiB
C++

// Filename: animControlCollection.h
// Created by: drose (22Feb00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, 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://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#ifndef ANIMCONTROLCOLLECTION_H
#define ANIMCONTROLCOLLECTION_H
#include "pandabase.h"
#include "animControl.h"
#include "event.h"
#include "pt_Event.h"
#include "pmap.h"
////////////////////////////////////////////////////////////////////
// Class : AnimControlCollection
// Description : This is a named collection of AnimControl pointers.
// An AnimControl may be added to the collection by
// name. While an AnimControl is associated, its
// reference count is maintained; associating a new
// AnimControl with the same name will decrement the
// previous control's reference count (and possibly
// delete it, unbinding its animation).
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA AnimControlCollection {
PUBLISHED:
AnimControlCollection();
~AnimControlCollection();
void store_anim(AnimControl *control, const string &name);
AnimControl *find_anim(const string &name) const;
bool unbind_anim(const string &name);
int get_num_anims() const;
AnimControl *get_anim(int n) const;
string get_anim_name(int n) const;
void clear_anims();
// The following functions are convenience functions that vector
// directly into the AnimControl's functionality by anim name.
INLINE bool play(const string &anim_name);
INLINE bool play(const string &anim_name, int from, int to);
INLINE bool loop(const string &anim_name, bool restart);
INLINE bool loop(const string &anim_name, bool restart, int from, int to);
INLINE bool stop(const string &anim_name);
INLINE bool pose(const string &anim_name, int frame);
// These functions operate on all anims at once.
void play_all();
void play_all(int from, int to);
void loop_all(bool restart);
void loop_all(bool restart, int from, int to);
bool stop_all();
void pose_all(int frame);
INLINE int get_frame(const string &anim_name) const;
INLINE int get_frame() const;
INLINE int get_num_frames(const string &anim_name) const;
INLINE int get_num_frames() const;
INLINE bool is_playing(const string &anim_name) const;
INLINE bool is_playing() const;
string which_anim_playing() const;
void output(ostream &out) const;
void write(ostream &out) const;
private:
class ControlDef {
public:
string _name;
PT(AnimControl) _control;
};
typedef pvector<ControlDef> Controls;
Controls _controls;
typedef pmap<string, size_t> ControlsByName;
ControlsByName _controls_by_name;
AnimControl *_last_started_control;
};
INLINE ostream &operator << (ostream &out, const AnimControlCollection &collection);
#include "animControlCollection.I"
#endif