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162 lines
4.8 KiB
162 lines
4.8 KiB
/*==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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