ObjectAnimation.h 3.5 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
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  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
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  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "AnimationDefs.h"
  24. #include "Resource.h"
  25. namespace Urho3D
  26. {
  27. class ValueAnimation;
  28. class ValueAnimationInfo;
  29. class XMLElement;
  30. /// Object animation class, an object animation include one or more attribute animations and theirs wrap mode and speed for an Animatable object.
  31. class URHO3D_API ObjectAnimation : public Resource
  32. {
  33. OBJECT(ObjectAnimation );
  34. public:
  35. /// Construct.
  36. ObjectAnimation(Context* context);
  37. /// Destruct.
  38. virtual ~ObjectAnimation();
  39. /// Register object factory.
  40. static void RegisterObject(Context* context);
  41. /// Load resource from stream. May be called from a worker thread. Return true if successful.
  42. virtual bool BeginLoad(Deserializer& source);
  43. /// Save resource. Return true if successful.
  44. virtual bool Save(Serializer& dest) const;
  45. /// Load from XML data. Return true if successful.
  46. bool LoadXML(const XMLElement& source);
  47. /// Save as XML data. Return true if successful.
  48. bool SaveXML(XMLElement& dest) const;
  49. /// Add attribute animation, attribute name can in following format: "attribute" or "#0/#1/attribute" or ""#0/#1/@component#1/attribute.
  50. void AddAttributeAnimation(const String& name, ValueAnimation* attributeAnimation, WrapMode wrapMode = WM_LOOP, float speed = 1.0f);
  51. /// Remove attribute animation, attribute name can in following format: "attribute" or "#0/#1/attribute" or ""#0/#1/@component#1/attribute.
  52. void RemoveAttributeAnimation(const String& name);
  53. /// Remove attribute animation.
  54. void RemoveAttributeAnimation(ValueAnimation* attributeAnimation);
  55. /// Return attribute animation by name.
  56. ValueAnimation* GetAttributeAnimation(const String& name) const;
  57. /// Return attribute animation wrap mode by name.
  58. WrapMode GetAttributeAnimationWrapMode(const String& name) const;
  59. /// Return attribute animation speed by name.
  60. float GetAttributeAnimationSpeed(const String& name) const;
  61. /// Return all attribute animations infos.
  62. const HashMap<String, SharedPtr<ValueAnimationInfo> >& GetAttributeAnimationInfos() const { return attributeAnimationInfos_; }
  63. private:
  64. /// Return attribute animation info by name.
  65. ValueAnimationInfo* GetAttributeAnimationInfo(const String& name) const;
  66. /// Name to attribute animation info mapping.
  67. HashMap<String, SharedPtr<ValueAnimationInfo> > attributeAnimationInfos_;
  68. };
  69. }