/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef cyAnimation_h
#define cyAnimation_h
/////////////////////////////////////////////////////////////////////////////
//
// NAME: cyAnimation
//
// PURPOSE: Class wrapper to map animation functions to plasma2 message
//
#include "pyKey.h"
#include "hsTemplates.h"
#include
#include "pyGlueHelpers.h"
class cyAnimation
{
plKey fSender;
hsTArray fRecvr;
char* fAnimName;
hsBool fNetForce;
virtual void IRunOneCmd(int cmd);
protected:
cyAnimation();
cyAnimation(pyKey& sender);
// copy constructor
cyAnimation(const cyAnimation& anim);
public:
// clean up on the way out
~cyAnimation();
// required functions for PyObject interoperability
PYTHON_CLASS_NEW_FRIEND(ptAnimation);
PYTHON_CLASS_NEW_DEFINITION;
static PyObject *New(PyObject *sender);
static PyObject *New(cyAnimation &obj);
PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a cyAnimation object
PYTHON_CLASS_CONVERT_FROM_DEFINITION(cyAnimation); // converts a PyObject to a cyAnimation (throws error if not correct type)
static void AddPlasmaClasses(PyObject *m);
// setters
virtual void SetSender(pyKey& sender);
virtual void AddRecvr(pyKey& recvr);
virtual void SetAnimName(const char* name);
virtual PyObject* GetFirstRecvr();
virtual void SetNetForce(hsBool state);
// Play animation from start to end (whatever is already set)
//
virtual void Play();
// Stop an animation
//
virtual void Stop();
// Continue playing animation from wherever it last stopped
//
virtual void Resume();
// Play an animation only from specific time start to end
//
virtual void PlayRange(hsScalar start, hsScalar end);
// Play (continue) an animation until the specified time is reached
//
virtual void PlayToTime(hsScalar time);
// Play (continue) an animation until the specified point is reached
//
virtual void PlayToPercentage(hsScalar zeroToOne);
// Jump the animation to the specified time
// Doesn't start or stop playing of animation
//
virtual void SkipToTime(hsScalar time);
// Set whether the animation is to be looped or not
//
virtual void Looped(hsBool looped);
// Sets the backwards state for the animation
//
virtual void Backwards(hsBool backwards);
// Sets the start and end of the looping points in the animation
//
virtual void SetLoopStart(hsScalar start);
virtual void SetLoopEnd(hsScalar end);
// Sets the speed of the animation
// Doesn't start or stop playing animation
//
virtual void Speed(hsScalar speed);
// Jump the animation to the specified time
// Doesn't start or stop playing of animation
//
virtual void SkipToBegin();
virtual void SkipToEnd();
virtual void SkipToLoopBegin();
virtual void SkipToLoopEnd();
// Bump the animation ahead one frame (whatever deltime is)
//
virtual void IncrementForward();
// Bump the animation back one frame (whatever deltime is)
//
virtual void IncrementBackward();
};
#endif // cyAnimation_h