AnimControlCollection¶
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class
AnimControlCollection
¶ This is a named collection of
AnimControl
pointers. AnAnimControl
may be added to the collection by name. While anAnimControl
is associated, its reference count is maintained; associating a newAnimControl
with 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
AnimControl
associated 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
AnimControl
associated 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
AnimControl
associated with this collection.
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std::string
get_anim_name
(int n) const¶ Returns the name of the nth
AnimControl
associated 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
AnimControls
associated 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
AnimControl
with this collection under the given name. TheAnimControl
will remain associated until a newAnimControl
is 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
AnimControl
associated with the given name, if any. Returns true if anAnimControl
was removed, false if there was noAnimControl
with the indicated name.
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std::string
which_anim_playing
(void) const¶ Returns the name of the bound
AnimControl
currently playing, if any. If more than oneAnimControl
is currently playing, returns all of the names separated by spaces.
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void
write
(std::ostream &out) const¶
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