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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef cyAnimation_h
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#define cyAnimation_h
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/////////////////////////////////////////////////////////////////////////////
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//
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// NAME: cyAnimation
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//
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// PURPOSE: Class wrapper to map animation functions to plasma2 message
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//
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#include "hsTemplates.h"
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#include "pyGlueHelpers.h"
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class cyAnimation
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{
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plKey fSender;
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hsTArray<plKey> fRecvr;
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char* fAnimName;
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hsBool fNetForce;
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virtual void IRunOneCmd(int cmd);
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protected:
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cyAnimation();
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cyAnimation(pyKey& sender);
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// copy constructor
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cyAnimation(const cyAnimation& anim);
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public:
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// clean up on the way out
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~cyAnimation();
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// required functions for PyObject interoperability
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PYTHON_CLASS_NEW_FRIEND(ptAnimation);
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PYTHON_CLASS_NEW_DEFINITION;
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static PyObject *New(PyObject *sender);
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static PyObject *New(cyAnimation &obj);
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a cyAnimation object
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(cyAnimation); // converts a PyObject to a cyAnimation (throws error if not correct type)
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static void AddPlasmaClasses(PyObject *m);
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// setters
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virtual void SetSender(pyKey& sender);
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virtual void AddRecvr(pyKey& recvr);
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virtual void SetAnimName(const char* name);
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virtual PyObject* GetFirstRecvr();
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virtual void SetNetForce(hsBool state);
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// Play animation from start to end (whatever is already set)
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//
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virtual void Play();
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// Stop an animation
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//
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virtual void Stop();
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// Continue playing animation from wherever it last stopped
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//
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virtual void Resume();
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// Play an animation only from specific time start to end
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//
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virtual void PlayRange(float start, float end);
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// Play (continue) an animation until the specified time is reached
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//
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virtual void PlayToTime(float time);
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// Play (continue) an animation until the specified point is reached
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//
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virtual void PlayToPercentage(float zeroToOne);
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// Jump the animation to the specified time
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// Doesn't start or stop playing of animation
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//
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virtual void SkipToTime(float time);
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// Set whether the animation is to be looped or not
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//
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virtual void Looped(hsBool looped);
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// Sets the backwards state for the animation
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//
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virtual void Backwards(hsBool backwards);
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// Sets the start and end of the looping points in the animation
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//
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virtual void SetLoopStart(float start);
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virtual void SetLoopEnd(float end);
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// Sets the speed of the animation
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// Doesn't start or stop playing animation
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//
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virtual void Speed(float speed);
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// Jump the animation to the specified time
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// Doesn't start or stop playing of animation
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//
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virtual void SkipToBegin();
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virtual void SkipToEnd();
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virtual void SkipToLoopBegin();
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virtual void SkipToLoopEnd();
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// Bump the animation ahead one frame (whatever deltime is)
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//
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virtual void IncrementForward();
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// Bump the animation back one frame (whatever deltime is)
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//
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virtual void IncrementBackward();
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};
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#endif // cyAnimation_h
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