open_toontown_panda3d/panda/src/chan/animControlCollection.I

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// Filename: animControlCollection.I
// Created by: drose (22Feb00)
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::set_stop_event
// Access: Public
// Description: Sets the event that will be thrown when the next
// animation that is played eventually comes to a stop.
// Setting this does not affect any stop event that is
// pending from a previously-started animation.
////////////////////////////////////////////////////////////////////
INLINE void AnimControlCollection::
set_stop_event(const CPT_Event &stop_event) {
_stop_event = stop_event;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::clear_stop_event
// Access: Public
// Description: Indicates that the next-started animation will not
// throw a stop event when it comes to a stop. This
// does not affect any already-started animations.
////////////////////////////////////////////////////////////////////
INLINE void AnimControlCollection::
clear_stop_event() {
_stop_event = (const Event *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::has_stop_event
// Access: Public
// Description: Returns true if a stop event has been established via
// set_stop_event(). If true, this means that
// animations that are to be started in the future will
// throw this event when they stop. However, it does
// not necessarily mean that the currently-playing
// animation will throw this event.
////////////////////////////////////////////////////////////////////
INLINE bool AnimControlCollection::
has_stop_event() const {
return (_stop_event != (const Event *)NULL);
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::get_stop_event
// Access: Public
// Description: Returns the event that has been established via
// set_stop_event(). This is the event that will be
// thrown by animations that are started in the future
// when they stop. However, this may or may not be
// associated with any currently-playing animations.
////////////////////////////////////////////////////////////////////
INLINE CPT_Event AnimControlCollection::
get_stop_event() const {
return _stop_event;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::play
// Access: Public
// Description: Starts the named animation playing.
////////////////////////////////////////////////////////////////////
INLINE bool AnimControlCollection::
play(const string &anim_name) {
AnimControl *control = find_anim(anim_name);
if (control == (AnimControl *)NULL) {
return false;
}
_last_started_control = control;
control->play(_stop_event);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::play
// Access: Public
// Description: Starts the named animation playing.
////////////////////////////////////////////////////////////////////
INLINE bool AnimControlCollection::
play(const string &anim_name, int from, int to) {
AnimControl *control = find_anim(anim_name);
if (control == (AnimControl *)NULL) {
return false;
}
_last_started_control = control;
control->play(from, to, _stop_event);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::loop
// Access: Public
// Description: Starts the named animation looping.
////////////////////////////////////////////////////////////////////
INLINE bool AnimControlCollection::
loop(const string &anim_name, bool restart) {
AnimControl *control = find_anim(anim_name);
if (control == (AnimControl *)NULL) {
return false;
}
_last_started_control = control;
control->loop(restart);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::loop
// Access: Public
// Description: Starts the named animation looping.
////////////////////////////////////////////////////////////////////
INLINE bool AnimControlCollection::
loop(const string &anim_name, bool restart, int from, int to) {
AnimControl *control = find_anim(anim_name);
if (control == (AnimControl *)NULL) {
return false;
}
_last_started_control = control;
control->loop(restart, from, to);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::stop
// Access: Public
// Description: Stops the named animation.
////////////////////////////////////////////////////////////////////
INLINE bool AnimControlCollection::
stop(const string &anim_name) {
AnimControl *control = find_anim(anim_name);
if (control == (AnimControl *)NULL) {
return false;
}
control->stop();
return true;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::pose
// Access: Public
// Description: Sets to a particular frame in the named animation.
////////////////////////////////////////////////////////////////////
INLINE bool AnimControlCollection::
pose(const string &anim_name, int frame) {
AnimControl *control = find_anim(anim_name);
if (control == (AnimControl *)NULL) {
return false;
}
_last_started_control = control;
control->pose(frame);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::get_frame
// Access: Public
// Description: Returns the current frame in the named animation, or
// 0 if the animation is not found.
////////////////////////////////////////////////////////////////////
INLINE int AnimControlCollection::
get_frame(const string &anim_name) const {
AnimControl *control = find_anim(anim_name);
if (control == (AnimControl *)NULL) {
return 0;
}
return control->get_frame();
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::get_frame
// Access: Public
// Description: Returns the current frame in the last-started
// animation.
////////////////////////////////////////////////////////////////////
INLINE int AnimControlCollection::
get_frame() const {
if (_last_started_control == (AnimControl *)NULL) {
return 0;
}
return _last_started_control->get_frame();
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::is_playing
// Access: Public
// Description: Returns true if the named animation is currently
// playing, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool AnimControlCollection::
is_playing(const string &anim_name) const {
AnimControl *control = find_anim(anim_name);
if (control == (AnimControl *)NULL) {
return false;
}
return control->is_playing();
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::is_playing
// Access: Public
// Description: Returns true if the last-started animation is
// currently playing, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool AnimControlCollection::
is_playing() const {
if (_last_started_control == (AnimControl *)NULL) {
return false;
}
return _last_started_control->is_playing();
}
////////////////////////////////////////////////////////////////////
// Function: AnimControlCollection::get_num_frames
// Access: Public
// Description: Returns the total number of frames in the named
// animation, or 0 if the animation is not found.
////////////////////////////////////////////////////////////////////
INLINE int AnimControlCollection::
get_num_frames(const string &anim_name) const {
AnimControl *control = find_anim(anim_name);
if (control == (AnimControl *)NULL) {
return 0;
}
return control->get_num_frames();
}