#include "Base.h" #include "Animations.h" namespace gameplay { Animations::Animations(void) { // There will only be one Animations. // It requires an ID because it will be stores in the ref table. setId("__Animations__"); } Animations::~Animations(void) { } unsigned int Animations::getTypeId(void) const { return ANIMATIONS_ID; } const char* Animations::getElementName(void) const { return "Animations"; } void Animations::writeBinary(FILE* file) { Object::writeBinary(file); write(_animations.size(), file); for (std::vector::iterator i = _animations.begin(); i != _animations.end(); ++i) { (*i)->writeBinary(file); } } void Animations::writeText(FILE* file) { fprintElementStart(file); if (_animations.size() > 0 ) { for (std::vector::iterator i = _animations.begin(); i != _animations.end(); ++i) { (*i)->writeText(file); } } fprintElementEnd(file); } void Animations::add(Animation* animation) { _animations.push_back(animation); } unsigned int Animations::getAnimationCount() const { return _animations.size(); } Animation* Animations::getAnimation(unsigned int index) const { return _animations[index]; } }