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//
// libavg - Media Playback Engine.
// Copyright (C) 2003-2014 Ulrich von Zadow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Current versions can be found at www.libavg.de
//
#include "StateAnim.h"
#include "../base/Exception.h"
#include "../player/Player.h"
using namespace boost::python;
using namespace std;
namespace avg {
AnimState::AnimState(const string& sName, AnimPtr pAnim, const string& sNextName)
: m_sName(sName),
m_pAnim(pAnim),
m_sNextName(sNextName)
{
}
AnimState::AnimState()
{
}
StateAnim::StateAnim(const vector<AnimState>& states)
: Anim(object(), object()),
m_bDebug(false)
{
vector<AnimState>::const_iterator it;
for (it=states.begin(); it != states.end(); ++it) {
m_States[(*it).m_sName] = *it;
it->m_pAnim->setHasParent();
}
}
StateAnim::~StateAnim()
{
setState("");
}
void StateAnim::abort()
{
setState("");
}
void StateAnim::setState(const std::string& sName, bool bKeepAttr)
{
if (m_sCurStateName == sName) {
return;
}
if (!m_sCurStateName.empty()) {
m_States[m_sCurStateName].m_pAnim->abort();
}
switchToNewState(sName, bKeepAttr);
}
const std::string& StateAnim::getState() const
{
return m_sCurStateName;
}
void StateAnim::setDebug(bool bDebug)
{
m_bDebug = bDebug;
}
bool StateAnim::step()
{
// Make sure the object isn't deleted until the end of the method.
AnimPtr tempThis = shared_from_this();
if (!m_sCurStateName.empty()) {
const AnimState& curState = m_States[m_sCurStateName];
bool bDone = curState.m_pAnim->step();
if (bDone) {
switchToNewState(curState.m_sNextName, false);
}
}
return false;
}
void StateAnim::switchToNewState(const string& sName, bool bKeepAttr)
{
if (m_bDebug) {
cerr << this << " State change: '" << m_sCurStateName << "' --> '" << sName
<< "'" << endl;
}
string sOldStateName = m_sCurStateName;
m_sCurStateName = sName;
if (!sName.empty()) {
map<string, AnimState>::iterator it = m_States.find(sName);
if (it == m_States.end()) {
throw Exception(AVG_ERR_INVALID_ARGS, "StateAnim: State "+sName+" unknown.");
} else {
it->second.m_pAnim->start(bKeepAttr);
}
if (sOldStateName == "") {
Anim::start(false);
}
} else {
Anim::setStopped();
}
}
}
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