1 | /*! |
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2 | * @file animation_player.h |
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3 | */ |
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4 | |
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5 | #ifndef _ANIMATION_PLAYER_H |
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6 | #define _ANIMATION_PLAYER_H |
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7 | |
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8 | #include "base_object.h" |
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9 | #include "animation.h" |
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10 | |
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11 | #include <list> |
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12 | |
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13 | /* FORWARD DECLARATION */ |
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14 | |
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15 | //! A AnimationPlayer, that handles the animation of all the Animations in the scene. |
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16 | /** |
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17 | <b>AnimationPlayer usage:</b> \n |
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18 | |
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19 | <b>Initialisation</b>: AnimationPlayer::getInstance() does the trick this is |
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20 | usually done when initializing a world \n |
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21 | <b>Adding Animations</b>: create an Animation the following Way: |
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22 | \li Anim* animation = new Anim(); // also use any other Subclass of Animation to initialize this |
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23 | \li set some parameters: also see the specific classes for more info |
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24 | \n |
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25 | if you do not want a specific Animation to be handled by the AnimationPlayer, you have to |
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26 | unload it explicitely with animation->doNotHandle(); |
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27 | \n |
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28 | eveything else will be done by the AnimationPlayer itself.\n |
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29 | */ |
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30 | class AnimationPlayer : public BaseObject { |
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31 | |
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32 | public: |
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33 | /** @returns a Pointer to the only object of this Class */ |
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34 | inline static AnimationPlayer* getInstance() { if (!singletonRef) singletonRef = new AnimationPlayer(); return singletonRef; }; |
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35 | |
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36 | virtual ~AnimationPlayer(); |
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37 | |
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38 | // animation handling |
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39 | void addAnimation(Animation* animation); |
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40 | void removeAnimation(Animation* animation); |
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41 | void flush(); |
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42 | |
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43 | // time functions |
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44 | void tick(float timePassed); |
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45 | void play(); |
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46 | void pause(); |
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47 | |
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48 | Animation* getAnimationFromBaseObject(const BaseObject* baseObject) const; |
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49 | |
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50 | void debug(); |
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51 | |
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52 | private: |
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53 | /* singleton */ |
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54 | AnimationPlayer(); |
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55 | static AnimationPlayer* singletonRef; //!< SingletonReference to this class. |
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56 | |
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57 | /* class specific */ |
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58 | std::list<Animation*> animationList; //!< A List of Animations to be handled. |
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59 | bool bRunning; //!< If the AnimationPlayer is running. |
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60 | }; |
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61 | |
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62 | |
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63 | #endif /* _ANIMATION_PLAYER_H */ |
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