// // Copyright (c) 2008-2014 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.h" namespace Urho3D { class AttributeAnimation; /// Animation wrap mode. enum WrapMode { /// Loop mode. WM_LOOP = 0, /// Play once then remove. WM_ONCE, /// Clamp mode. WM_CLAMP, }; /// Object animation class. class URHO3D_API ObjectAnimation : public Resource { OBJECT(ObjectAnimation ); public: /// Construct. ObjectAnimation(Context* context); /// Destruct. virtual ~ObjectAnimation(); /// Register object factory. static void RegisterObject(Context* context); /// Load resource. Return true if successful. virtual bool Load(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; /// Add attribute animation. void AddAttributeAnimation(const String& name, AttributeAnimation* attributeAnimation, WrapMode wrapMode = WM_LOOP, float speed = 1.0f); /// Remove attribute animation. void RemoveAttributeAnimation(const String& name); /// Remove attribute animation. void RemoveAttributeAnimation(AttributeAnimation* attributeAnimation); /// Return attribute animation by name. AttributeAnimation* 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. const HashMap >& GetAttributeAnimations() const { return attributeAnimations_; } private: /// Name to attribute animation mapping. HashMap > attributeAnimations_; /// Name to attribute animation wrap mode mapping. HashMap attributeAnimationWrapModes_; /// Name to attribute animation speed mapping. HashMap attributeAnimationSpeeds_; }; }