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/* -----------------------------------------------------------------------------
GSFramework
Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
----------------------------------------------------------------------------- */
#ifndef __NAUTOMATIONPLAYER__
#define __NAUTOMATIONPLAYER__
#include "automation/automation_source.h"
#include "automation/automated_property_provider.h"
#include "motion/motion.h" // FIXME move to motion_group
#include "math/vector.h"
#include "memory/bit_field.h"
#include "memory/nauto_ptr.h"
#include "memory/nshared_ptr.h"
namespace GS {
namespace Automation {
struct SourceGroup;
using Core::Motion;
using Core::MotionChannel;
/*!
@short Automation player.
@author Emmanuel Julien (ejulien@gsworks.fr)
*/
class Player
{
public:
enum AddSourceMode
{
SourceSet = 0, ///< Stop all current animation sources.
SourceAdd ///< Add a new animation source.
};
enum
{
FlagRelativeMotion = 1 ///< Motion sources should be evaluated in relative mode (not absolute)
};
protected:
bool active;
SharedList <Motion *> motions;
SharedList <Source *> sources;
/// Only valid during evaluation.
float *weight_table;
public:
AutoPtr <IPropertyProvider> property_provider;
/*!
@name Automation player.
@{
*/
BitField flags;
/// Start an automation source.
Source *StartAutomation(Source *, float blend = Units::Sec(0.1), AddSourceMode = SourceSet, float weight = 1);
/// Dispose of all sources.
void DisposeAutomationSources();
bool IsAutomated() const;
bool IsAutomationDone() const;
bool GetAutomationActive() const;
void SetAutomationActive(bool active);
void Evaluate(const Time &dt_time);
void BlendAutomatedProperty(MotionChannel::Type, float, float);
/// Get animation sources.
const SharedList <Source *> &GetSourceList() const { return sources; }
/// @}
/*!
@name Motion container.
@{
*/
// FIXME move to motion_group
const SharedList <Motion *> &GetMotionList() const { return motions; }
Motion *GetMotion(const char *id) const;
Motion *GetMotionFromIndex(uint index) const;
bool AddMotion(Motion *motion);
void RemoveMotion(Motion *motion);
/// @}
bool FromMetaTag(NML::Tag &);
NML::Tag *AsMetaTag();
Player();
~Player();
};
} // Automation
} // GS
#endif // __NAUTOMATIONPLAYER__