/usr/include/CEGUI/CEGUIAnimation.h is in libcegui-mk2-dev 0.7.6-2ubuntu4.
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filename: CEGUIAnimation.h
created: 7/8/2010
author: Martin Preisler
purpose: Defines the interface for the Animatin class
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2010 Paul D Turner & The CEGUI Development Team
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
***************************************************************************/
#ifndef _CEGUIAnimation_h_
#define _CEGUIAnimation_h_
#include "CEGUIString.h"
#include <vector>
#include <map>
#if defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable : 4251)
#endif
// Start of CEGUI namespace section
namespace CEGUI
{
/*!
\brief
Defines an 'animation' class
This is definition of Animation. Can be reused multiple times via
AnimationInstance class. You can't step this class directly, you have to
instantiate it via AnimationManager::instantiateAnimation.
AnimationInstance provides means for stepping the animation and applying
it to PropertySets.
\par
Animation itself doesn't contain key frames. It is composed of Affector(s).
Each Affector affects one Property. So one Animation can affect multiple
properties.
\see
AnimationInstance, Affector
*/
class CEGUIEXPORT Animation
{
public:
//! enumerates possible replay modes
enum ReplayMode
{
//! plays the animation just once, then stops
RM_Once,
//! loops the animation infinitely
RM_Loop,
/** infinitely plays the animation forward, when it reaches the end, it
* plays it backwards, etc...
*/
RM_Bounce
};
/** internal constructor, please only construct animations via
* AnimationManager::createAnimation method
*/
Animation(const String& name);
//! destructor, this destroys all affectors defined inside this animation
~Animation(void);
/*!
\brief
Retrieves name of this Animation definition
*/
const String& getName() const;
/*!
\brief
Sets the replay mode of this animation
*/
void setReplayMode(ReplayMode mode);
/*!
\brief
Retrieves the replay mode of this animation
*/
ReplayMode getReplayMode() const;
/*!
\brief
Sets the duration of this animation
*/
void setDuration(float duration);
/*!
\brief
Retrieves the duration of this animation
*/
float getDuration() const;
/*!
\brief
Sets whether this animation auto starts or not
\par
Auto start means that the animation instances of this definition call
Start on themselves once their target is set.
*/
void setAutoStart(bool autoStart);
/*!
\brief
Retrieves auto start.
\see
Animation::setAutoStart
*/
bool getAutoStart() const;
/*!
\brief
Creates a new Affector
\see
Affector
*/
Affector* createAffector(void);
/*!
\brief
Creates a new Affector
\par
This is just a helper, finger saving method.
*/
Affector* createAffector(const String& targetProperty,
const String& interpolator);
/*!
\brief
Destroys given Affector
*/
void destroyAffector(Affector* affector);
/*!
\brief
Retrieves the Affector at given index
*/
Affector* getAffectorAtIdx(size_t index) const;
/*!
\brief
Retrieves number of Affectors defined in this Animation
*/
size_t getNumAffectors(void) const;
/*!
\brief
This defined a new auto subscription.
\param
eventName the name of the event we want to subscribe to,
CEGUI::Window::EventClicked for example
\param
action is the action that will be invoked on the animation instance if
this event is fired
\par
Auto Subscription does subscribe to event sender (usually target window)
of Animation Instance when the event source is set.
Usable action strings:
- Start
- Stop
- Pause
- Unpause
- TogglePause
eventName is the name of the event we want to subscribe to
*/
void defineAutoSubscription(const String& eventName, const String& action);
/*!
\brief
This undefines previously defined auto subscription.
\see
Animation::defineAutoSubscription
*/
void undefineAutoSubscription(const String& eventName,
const String& action);
/*!
\brief
This undefines all previously defined auto subscriptions.
\see
Animation::defineAutoSubscription
*/
void undefineAllAutoSubscriptions();
/*!
\brief
Subscribes all auto subscriptions with information from given animation
instance
\par
This is internal method! Only use if you know what you're doing!
*/
void autoSubscribe(AnimationInstance* instance);
/*!
\brief
Unsubscribes all auto subscriptions with information from given
animation instance
\par
This is internal method! Only use if you know what you're doing!
*/
void autoUnsubscribe(AnimationInstance* instance);
/*!
\brief
Internal method, causes all properties that are used by this animation
and it's affectors to be saved
\par
So their values are still known after
they've been affected.
*/
void savePropertyValues(AnimationInstance* instance);
/*!
\brief
Applies this Animation definition using information from given
AnimationInstance
\par
This is internal method, only use if you know what you're doing!
*/
void apply(AnimationInstance* instance);
private:
//! name of this animation
String d_name;
//! currently used replay mode
ReplayMode d_replayMode;
//! duration of animation (in seconds)
float d_duration;
/** if true, instantiations of this animation call start on themselves when
* their target is set
*/
bool d_autoStart;
typedef std::vector<Affector*> AffectorList;
//! list of affectors defined in this animation
AffectorList d_affectors;
typedef std::multimap<String, String> SubscriptionMap;
/** holds pairs of 2 strings, the left string is the Event that we will
* subscribe to, the right string is the action that will be invoked to the
* instance if the event is fired on target window
*/
SubscriptionMap d_autoSubscriptions;
};
} // End of CEGUI namespace section
#if defined(_MSC_VER)
# pragma warning(pop)
#endif
#endif // end of guard _CEGUIAnimation_h_
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