/*! * @file animation.h A Subclass for all animations in orxonox */ #ifndef _ANIMATION_H #define _ANIMATION_H #include "base_object.h" #include "debug.h" #include "list.h" // FORWARD DECLARATION //! An enumerator of Functions to describe the flow of the Animation /** @todo check with Patrick it of description in speed to the next keyframe: ANIM_CONSTANT: 0, infinity. ANIM_LINEAR: equal ANIM_SINE: fast, slow, fast ANIM_COSINE: slow, fast, slow ANIM_EXP: slow, fast ANIM_NEG_EXP: fast, slow ANIM_RANDOM: eratic ANIM_NULL: !!DO NOT USE THIS!! only for internal handling deprecated QUADRATIC */ typedef enum ANIM_FUNCTION { ANIM_NULL = 0, ANIM_CONSTANT = 1, ANIM_LINEAR = 2, ANIM_SINE = 3, ANIM_COSINE = 4, ANIM_EXP = 5, ANIM_NEG_EXP = 6, ANIM_QUADRATIC = 7, ANIM_RANDOM = 8, }; #define ANIM_DEFAULT_FUNCTION ANIM_LINEAR //!< A default function to choose from the above set //! An enumerator describing what the animation should do after the last keyframe. /** ANIM_INF_CONSTANT stays at the end of the animation ANIM_INF_REPLAY loops back to the beginning and replays the animation ANIM_INF_REWIND loops back to the beginning and then stops the animation ANIM_INF_DELETE deletes the animation. !! THIS IS DANGEROUS !! only do this with non-class variables */ typedef enum ANIM_INFINITY { ANIM_INF_CONSTANT, ANIM_INF_REPLAY, ANIM_INF_REWIND, ANIM_INF_DELETE }; //, ANIM_INF_LINEAR, ANIM_INF_PINGPONG}; //! A Superclass for describing an animation (all animations will be derived from this one) /** implement in subclasses: * * De-/Constructor * Animation Functions * virtual tick * addKeyFrame * List of keyFrames * currentKeyFrame/nextKeyFrame * virtual rewind, to go to the first Keyframe. (other functions will call this one) */ class Animation : public BaseObject { ObjectListDeclaration(Animation); public: virtual ~Animation(); void setInfinity(ANIM_INFINITY postInfinity = ANIM_INF_CONSTANT); void play(); // equals resume(); void playNextKeyframes(int n = 1); void stop(); void pause(); void replay(); //! A virtual function that should change to the first keyframe. virtual void rewind() = 0; /** A virtual function that ticks the animation @param dt the time passed */ virtual void tick(float dt) = 0; /** @returns the BaseObject, this animation operates on */ BaseObject* getBaseObject() const { return this->baseObject; }; /** @returns if the Animation should be deleted */ inline bool ifDelete() { return bDelete; }; protected: Animation(); void handleInfinity(); protected: // variables float localTime; //!< The Time passed since the beginning of the currentKeyFrame. ANIM_INFINITY postInfinity; //!< describing what the animation should do after the last keyframe. BaseObject* baseObject; //!< The same as object in the derived classes, but with reference to BaseObject unsigned int keyFrameCount; //!< The Count of KeyFrames. int keyFramesToPlay; //!< How many more Keyframes to play. if negative it will be ignored if 0 stop. bool bRunning; //!< If the animation is running bool bDelete; //!< If true, the animation will be deleted through the AnimationPlayer. }; /**********************TEST*******************************/ //! a simple testClass for the animation class aTest { public: inline aTest() { last = 0.0;} /** a little debug information to show the results of this class @param f new value */ inline void littleDebug(float f) { diff = f - last; printf("f=%f, diff=%f\n", f,diff); last = f;} private: float diff; //!< difference from the last value float last; //!< the last calculated value }; //aTest::aTest() {} //aTest::~aTest() {} //void aTest::littleDebug(float f) /**********************TEST*******************************/ #endif /* _ANIMATION_H */