mirror of
https://github.com/ptitSeb/Serious-Engine
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212 lines
7.4 KiB
C++
212 lines
7.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_ANIM_H
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#define SE_INCL_ANIM_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Serial.h>
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#include <Engine/Base/Lists.h>
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#define NAME_SIZE 32
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typedef char NAME[NAME_SIZE];
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#define PATH_MAX 260
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typedef char FILE_NAME[PATH_MAX];
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/*
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* An object used for obtaining animation's information
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*/
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class CAnimInfo {
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public:
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NAME ai_AnimName;
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TIME ai_SecsPerFrame; // speed of this animation
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INDEX ai_NumberOfFrames;
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};
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/*
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* Node used for linking file names representing frames.
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* Nodes of this kind are returned result of LoadFromScript function.
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*/
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class ENGINE_API CFileNameNode {
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public:
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FILE_NAME cfnn_FileName;
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CListNode cfnn_Node;
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CFileNameNode(const char *NewFileName, CListHead *LH);
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};
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/*
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* Animation data for a class of animateable objects
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*/
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class CAnimData : public CSerial {
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public:
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INDEX ad_NumberOfAnims;
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class COneAnim *ad_Anims; // array of animations
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public:
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// fill member variables with invalid data
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ENGINE_API CAnimData();
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// Free allocated data (ad_Anims array), check invalid data
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ENGINE_API ~CAnimData();
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// clears animation data object
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ENGINE_API void Clear();
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// check if this kind of objects is auto-freed
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virtual BOOL IsAutoFreed(void);
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// reference counting functions
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virtual void RemReference_internal(void);
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// get amount of memory used by this object
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SLONG GetUsedMemory(void);
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// reference counting functions
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void AddReference(void);
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void RemReference(void);
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// creates given number of default animations (1 frame, given name and apeed)
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ENGINE_API void CreateAnimations( INDEX ctAnimations, CTString strName="None",
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INDEX iDefaultFrame=0,TIME tmSpeed=0.02f);
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// replaces frames array with given one
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ENGINE_API void SetFrames( INDEX iAnimation, INDEX ctFrames, INDEX *pNewFrames);
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// replaces requested animation's name with given one
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ENGINE_API void SetName( INDEX iAnimation, CTString strNewName);
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// replaces requested animation's speed with given one
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ENGINE_API void SetSpeed( INDEX iAnimation, TIME tmSpeed);
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// obtains frame index for given place in array representing given animation
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ENGINE_API INDEX GetFrame( INDEX iAnimation, INDEX iFramePlace);
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// sets frame index for given place in array representing given animation
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ENGINE_API void SetFrame( INDEX iAnimation, INDEX iFramePlace, INDEX iNewFrame);
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// fill animation data object vith valid data containing one animation, one frame
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ENGINE_API void DefaultAnimation();
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/* Get animation's info. */
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ENGINE_API void GetAnimInfo(INDEX iAnimNo, CAnimInfo &aiInfo) const;
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/* Add animation */
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ENGINE_API void AddAnimation(void);
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/* Delete animation */
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ENGINE_API void DeleteAnimation(INDEX iAnim);
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/* Get number of animations. */
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ENGINE_API INDEX GetAnimsCt(void) const;
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// load list of frames from script file
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ENGINE_API void LoadFromScript_t( CTStream *File, CListHead *FrameFileList); // throw char *
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// print #define <animation name> lines for all animations into given file
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void ExportAnimationNames_t( CTStream *ostrFile, CTString strAnimationPrefix); // throw char *
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void Read_t( CTStream *istrFile); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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};
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/*
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* An instance of animateable object
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*/
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#define AOF_PAUSED (1L<<0) // current animation is paused
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#define AOF_LOOPING (1L<<1) // anim object is playing a looping animation
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#define AOF_NORESTART (1L<<2) // don't restart anim (used for PlayAnim())
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#define AOF_SMOOTHCHANGE (1L<<3) // smoothly change between anims
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class CAnimObject : public CChangeable {
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public:
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TIME ao_tmAnimStart; // time when current anim was started
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INDEX ao_iCurrentAnim; // index of active animation
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ULONG ao_ulFlags; // flags
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INDEX ao_iLastAnim; // index of last animation (for smooth transition)
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/* Calculate frame that coresponds to given time. */
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INDEX FrameInTime(TIME time) const;
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public:
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CAnimData *ao_AnimData;
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public:
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// some of usual smart pointer functions are implemented, because AnimObjects
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// behave as smart pointers to AnimData objects
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/* Default constructor. */
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ENGINE_API CAnimObject(void);
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/* Destructor. */
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ENGINE_API ~CAnimObject(void);
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// copy from another object of same class
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ENGINE_API void Copy(CAnimObject &aoOther);
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// synchronize with another animation object (set same anim and frames)
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ENGINE_API void Synchronize(CAnimObject &aoOther);
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// copying of AnimObjects is not allowed
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inline CAnimObject(const CAnimObject &aoOther) {
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ASSERT(FALSE); };
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inline const CAnimObject &operator=(const CAnimObject &aoOther) {
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ASSERT(FALSE); return *this;};
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// clip frame index to be inside valid range (wrap around for looping anims)
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INDEX ClipFrame(INDEX iFrame) const;
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/* Loop anims forward */
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ENGINE_API void NextAnim(void);
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/* Loop anims backward */
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ENGINE_API void PrevAnim(void);
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/* Loop frames forward */
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ENGINE_API void NextFrame(void);
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/* Loop frames backward */
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ENGINE_API void PrevFrame(void);
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/* Select frame in given time offset */
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ENGINE_API void SelectFrameInTime(TIME tmOffset);
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/* Select first frame */
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ENGINE_API void FirstFrame(void);
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/* Select last frame */
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ENGINE_API void LastFrame(void);
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/* Test if some updateable object is up to date with this anim object. */
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ENGINE_API BOOL IsUpToDate(const CUpdateable &ud) const;
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void Read_t( CTStream *istrFile); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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/* Get animation's info. */
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ENGINE_API void GetAnimInfo(INDEX iAnimNo, CAnimInfo &aiInfo) const;
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/* Attach data to this object. */
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ENGINE_API void SetData(CAnimData *pAD);
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// obtain animation and set it for this object
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ENGINE_API void SetData_t(const CTFileName &fnmAnim); // throw char *
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/* Get current anim data ptr. */
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__forceinline CAnimData *GetData() { return ao_AnimData; };
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/* Get animation's length. */
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ENGINE_API FLOAT GetCurrentAnimLength(void) const;
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ENGINE_API FLOAT GetAnimLength(INDEX iAnim) const;
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/* Get number of animations in current anim data */
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ENGINE_API INDEX GetAnimsCt() const;
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/* If animation has finished */
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ENGINE_API BOOL IsAnimFinished(void) const;
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/* Get passed time from start of animation */
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ENGINE_API TIME GetPassedTime(void) const;
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/* Start new animation -- obsolete. */
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ENGINE_API void StartAnim(INDEX iNew);
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/* Start playing an animation. */
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ENGINE_API void PlayAnim(INDEX iNew, ULONG ulFlags);
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/* Seamlessly continue playing another animation from same point. */
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ENGINE_API void SwitchToAnim(INDEX iNew);
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/* Set new animation but doesn't starts it. */
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ENGINE_API void SetAnim(INDEX iNew);
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/* Reset anim (restart) */
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ENGINE_API void ResetAnim();
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/* Pauses current animation. */
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ENGINE_API void PauseAnim();
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/* Continues paused animation. */
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ENGINE_API void ContinueAnim();
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/* Offsets the animation phase */
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ENGINE_API void OffsetPhase(TIME tm);
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/* Retrieves paused flag */
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ENGINE_API BOOL IsPaused(void);
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/* Gets the number of current animation */
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ENGINE_API INDEX GetAnim(void) const;
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/* Gets the number of current frame. */
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ENGINE_API INDEX GetFrame(void) const;
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/* Gets number of frames in current anim. */
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ENGINE_API INDEX GetFramesInCurrentAnim(void) const;
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/* Get information for linear interpolation beetween frames. */
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ENGINE_API void GetFrame( INDEX &iFrame0, INDEX &iFrame1, FLOAT &fRatio) const;
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};
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#endif /* include-once check. */
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