1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110
|
/*!
@file
@author Albert Semenov
@date 08/2008
*/
#ifndef LOOP_CONTROLLER_H_
#define LOOP_CONTROLLER_H_
#include "IAnimationNode.h"
#include "IAnimationGraph.h"
#include "ConnectionReceiver.h"
namespace animation
{
class LoopController : public IAnimationNode
{
public:
LoopController() = default;
LoopController(std::string_view _name, IAnimationGraph* _graph) :
IAnimationNode(_name, _graph)
{
}
void setEvent(std::string_view _name, float _value = 0) override
{
if (_name == "Start")
start();
else if (_name == "Stop")
stop();
else if (_name == "Weight")
mConnection.forceEvent("Weight", _value);
}
void addConnection(std::string_view _eventout, IAnimationNode* _node, std::string_view _eventin) override
{
mConnection.addConnection(_eventout, _node, _eventin);
}
void removeConnection(std::string_view _eventout, IAnimationNode* _node, std::string_view _eventin) override
{
mConnection.removeConnection(_eventout, _node, _eventin);
}
void addTime(float _value) override
{
if (mIsAnimationRun)
{
if (mLength != 0)
{
mCurrentTime += _value;
while (mCurrentTime > mLength)
mCurrentTime -= mLength;
}
else
{
if (mState)
{
mLength = mState->getLength();
if (mLength != 0)
{
mCurrentTime += _value;
while (mCurrentTime > mLength)
mCurrentTime -= mLength;
}
}
}
mConnection.forceEvent("Position", mCurrentTime);
}
}
void setProperty(std::string_view _key, std::string_view _value) override
{
if (_key == "LengthByState")
{
mState = getGraph()->getNodeByName(_value);
}
else if (_key == "Length")
{
mLength = MyGUI::utility::parseValue<float>(_value);
}
}
private:
void start()
{
mCurrentTime = 0;
mIsAnimationRun = true;
mConnection.forceEvent("Start");
}
void stop()
{
mIsAnimationRun = false;
mConnection.forceEvent("Stop");
}
private:
float mLength{0};
float mCurrentTime{0};
bool mIsAnimationRun{false};
IAnimationNode* mState{nullptr};
ConnectionReceiver mConnection;
};
} // namespace animation
#endif // LOOP_CONTROLLER_H_
|