/*==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