AnimControlCollection
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class AnimControlCollection
This is a named collection of
AnimControlpointers. AnAnimControlmay be added to the collection by name. While anAnimControlis associated, its reference count is maintained; associating a newAnimControlwith the same name will decrement the previous control’s reference count (and possibly delete it, unbinding its animation).Inheritance diagram
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AnimControlCollection(void)
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AnimControlCollection(AnimControlCollection const&) = default
Returns the
AnimControlassociated with the given name, or NULL if no such control has been associated.
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void clear_anims(void)
Disassociates all anims from this collection.
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AnimControl *find_anim(std::string const &name) const
Returns the
AnimControlassociated with the given name, or NULL if no such control has been associated.
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AnimControl *get_anim(int n) const
Returns the nth
AnimControlassociated with this collection.
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std::string get_anim_name(int n) const
Returns the name of the nth
AnimControlassociated with this collection.
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int get_frame(std::string const &anim_name) const
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int get_frame(void) const
Returns the current frame in the named animation, or 0 if the animation is not found.
Returns the current frame in the last-started animation.
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int get_num_anims(void) const
Returns the number of
AnimControlsassociated with this collection.
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int get_num_frames(std::string const &anim_name) const
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int get_num_frames(void) const
Returns the total number of frames in the named animation, or 0 if the animation is not found.
Returns the total number of frames in the last-started animation.
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bool is_playing(std::string const &anim_name) const
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bool is_playing(void) const
Returns true if the named animation is currently playing, false otherwise.
Returns true if the last-started animation is currently playing, false otherwise.
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bool loop(std::string const &anim_name, bool restart)
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bool loop(std::string const &anim_name, bool restart, double from, double to)
Starts the named animation looping.
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void loop_all(bool restart)
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void loop_all(bool restart, double from, double to)
Starts all animations looping.
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void output(std::ostream &out) const
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bool play(std::string const &anim_name)
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bool play(std::string const &anim_name, double from, double to)
Starts the named animation playing.
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void play_all(void)
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void play_all(double from, double to)
These functions operate on all anims at once.
Starts all animations playing.
Starts all animations playing.
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bool pose(std::string const &anim_name, double frame)
Sets to a particular frame in the named animation.
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void pose_all(double frame)
Sets all animations to the indicated frame.
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bool stop(std::string const &anim_name)
Stops the named animation.
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bool stop_all(void)
Stops all currently playing animations. Returns true if any animations were stopped, false if none were playing.
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void store_anim(AnimControl *control, std::string const &name)
Associates the given
AnimControlwith this collection under the given name. TheAnimControlwill remain associated until a newAnimControlis associated with the same name later, or untilunbind_anim()is called with this name.
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bool unbind_anim(std::string const &name)
Removes the
AnimControlassociated with the given name, if any. Returns true if anAnimControlwas removed, false if there was noAnimControlwith the indicated name.
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std::string which_anim_playing(void) const
Returns the name of the bound
AnimControlcurrently playing, if any. If more than oneAnimControlis currently playing, returns all of the names separated by spaces.
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void write(std::ostream &out) const
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AnimControlCollection(void)
