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source: orxonox.OLD/branches/collision_detection/src/util/animation/animation_player.h @ 6817

Last change on this file since 6817 was 5405, checked in by bensch, 19 years ago

orxonox/trunk: renamed definition to the right term declaration…

File size: 1.8 KB
Line 
1/*!
2 * @file animation_player.h
3*/
4
5#ifndef _ANIMATION_PLAYER_H
6#define _ANIMATION_PLAYER_H
7
8#include "base_object.h"
9#include "animation.h"
10
11/* FORWARD DECLARATION */
12
13//! A AnimationPlayer, that handles the animation of all the Animations in the scene.
14/**
15   <b>AnimationPlayer usage:</b> \n
16
17   <b>Initialisation</b>: AnimationPlayer::getInstance() does the trick this is
18   usually done when initializing a world \n
19   <b>Adding Animations</b>: create an Animation the following Way:
20   \li Anim* animation = new Anim(); // also use any other Subclass of Animation to initialize this
21   \li set some parameters: also see the specific classes for more info
22   \n
23   if you do not want a specific Animation to be handled by the AnimationPlayer, you have to
24   unload it explicitely with animation->doNotHandle();
25   \n
26   eveything else will be done by the AnimationPlayer itself.\n
27*/
28class AnimationPlayer : public BaseObject {
29
30 public:
31  /** @returns a Pointer to the only object of this Class */
32  inline static AnimationPlayer* getInstance() { if (!singletonRef) singletonRef = new AnimationPlayer();  return singletonRef; };
33
34  virtual ~AnimationPlayer();
35
36  // animation handling
37  void addAnimation(Animation* animation);
38  void removeAnimation(Animation* animation);
39  void flush();
40
41  // time functions
42  void tick(float timePassed);
43  void play();
44  void pause();
45
46  Animation* getAnimationFromBaseObject(const BaseObject* baseObject) const;
47
48  void debug();
49
50 private:
51  /* singleton */
52  AnimationPlayer();
53  static AnimationPlayer*      singletonRef;          //!< SingletonReference to this class.
54
55  /* class specific */
56  tList<Animation>*            animationList;         //!< A List of Animations to be handled.
57  bool                         bRunning;              //!< If the AnimationPlayer is running.
58};
59
60
61#endif /* _ANIMATION_PLAYER_H */
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