// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "../Resource/Resource.h" #include "../Scene/AnimationDefs.h" namespace Atomic { class ValueAnimation; class ValueAnimationInfo; class XMLElement; class JSONValue; /// Object animation class, an object animation include one or more attribute animations and theirs wrap mode and speed for an Animatable object. class ATOMIC_API ObjectAnimation : public Resource { ATOMIC_OBJECT(ObjectAnimation, Resource); public: /// Construct. ObjectAnimation(Context* context); /// Destruct. virtual ~ObjectAnimation(); /// Register object factory. static void RegisterObject(Context* context); /// Load resource from stream. May be called from a worker thread. Return true if successful. virtual bool BeginLoad(Deserializer& source); /// Save resource. Return true if successful. virtual bool Save(Serializer& dest) const; /// Load from XML data. Return true if successful. bool LoadXML(const XMLElement& source); /// Save as XML data. Return true if successful. bool SaveXML(XMLElement& dest) const; /// Load from JSON data. Return true if successful. bool LoadJSON(const JSONValue& source); /// Save as JSON data. Return true if successful. bool SaveJSON(JSONValue& dest) const; /// Add attribute animation, attribute name can in following format: "attribute" or "#0/#1/attribute" or ""#0/#1/@component#1/attribute. void AddAttributeAnimation (const String& name, ValueAnimation* attributeAnimation, WrapMode wrapMode = WM_LOOP, float speed = 1.0f); /// Remove attribute animation, attribute name can in following format: "attribute" or "#0/#1/attribute" or ""#0/#1/@component#1/attribute. void RemoveAttributeAnimation(const String& name); /// Remove attribute animation. void RemoveAttributeAnimation(ValueAnimation* attributeAnimation); /// Return attribute animation by name. ValueAnimation* GetAttributeAnimation(const String& name) const; /// Return attribute animation wrap mode by name. WrapMode GetAttributeAnimationWrapMode(const String& name) const; /// Return attribute animation speed by name. float GetAttributeAnimationSpeed(const String& name) const; /// Return all attribute animations infos. const HashMap >& GetAttributeAnimationInfos() const { return attributeAnimationInfos_; } /// Return attribute animation info by name. ValueAnimationInfo* GetAttributeAnimationInfo(const String& name) const; private: /// Send attribute animation added event. void SendAttributeAnimationAddedEvent(const String& name); /// Send attribute animation remove event. void SendAttributeAnimationRemovedEvent(const String& name); /// Name to attribute animation info mapping. HashMap > attributeAnimationInfos_; }; }