/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Sven Stucki * Co-authors: * ... * */ /** @file DockingAnimation.h @brief Definition of the DockingAnimation class. @ingroup Docking */ #ifndef _DockingAnimation_H__ #define _DockingAnimation_H__ #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "infos/PlayerInfo.h" #include "DockingPrereqs.h" #include "DockingTarget.h" #include "Dock.h" #include #include "core/BaseObject.h" namespace orxonox { /** @brief Base class for docking animations used by @ref orxonox::Docking "Docks". @author Sven Stucki @ingroup Docking */ class _DockingExport DockingAnimation : public BaseObject { public: DockingAnimation(BaseObject* creator); virtual ~DockingAnimation(); virtual bool docking(PlayerInfo* player) = 0; //!< Called when a player starts docking virtual bool release(PlayerInfo* player) = 0; //!< Called when player wants to undock static bool invokeAnimation(bool dock, PlayerInfo* player, std::list &animations); //!< Invokes calls the docking or release method of all list entries static DockingTarget *findTarget(std::string name); //!< Iterates through all DockingTarget objects to find the one with name=target void setParent(Dock *parent) { this->parent = parent; } protected: Dock *parent; std::set animations; //!< Contains a list of currently running animations }; } #endif /* _DockingAnimation_H__ */