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232 lines
6.0 KiB
232 lines
6.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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// #include "BaseAnimating.h" |
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#ifndef BASE_ANIMATING_OVERLAY_H |
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#define BASE_ANIMATING_OVERLAY_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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class CBaseAnimatingOverlay; |
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class CAnimationLayer |
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{ |
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public: |
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DECLARE_CLASS_NOBASE( CAnimationLayer ); |
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CAnimationLayer( void ); |
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void Init( CBaseAnimatingOverlay *pOverlay ); |
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// float SetBlending( int iBlender, float flValue, CBaseAnimating *pOwner ); |
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void StudioFrameAdvance( float flInterval, CBaseAnimating *pOwner ); |
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void DispatchAnimEvents( CBaseAnimating *eventHandler, CBaseAnimating *pOwner ); |
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void SetOrder( int nOrder ); |
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float GetFadeout( float flCurTime ); |
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// For CNetworkVars. |
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void NetworkStateChanged(); |
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void NetworkStateChanged( void *pVar ); |
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public: |
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#define ANIM_LAYER_ACTIVE 0x0001 |
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#define ANIM_LAYER_AUTOKILL 0x0002 |
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#define ANIM_LAYER_KILLME 0x0004 |
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#define ANIM_LAYER_DONTRESTORE 0x0008 |
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#define ANIM_LAYER_CHECKACCESS 0x0010 |
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#define ANIM_LAYER_DYING 0x0020 |
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int m_fFlags; |
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bool m_bSequenceFinished; |
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bool m_bLooping; |
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CNetworkVar( int, m_nSequence ); |
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CNetworkVar( float, m_flCycle ); |
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CNetworkVar( float, m_flPrevCycle ); |
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CNetworkVar( float, m_flWeight ); |
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float m_flPlaybackRate; |
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float m_flBlendIn; // start and end blend frac (0.0 for now blend) |
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float m_flBlendOut; |
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float m_flKillRate; |
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float m_flKillDelay; |
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float m_flLayerAnimtime; |
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float m_flLayerFadeOuttime; |
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// For checking for duplicates |
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Activity m_nActivity; |
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// order of layering on client |
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int m_nPriority; |
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CNetworkVar( int, m_nOrder ); |
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bool IsActive( void ) { return ((m_fFlags & ANIM_LAYER_ACTIVE) != 0); } |
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bool IsAutokill( void ) { return ((m_fFlags & ANIM_LAYER_AUTOKILL) != 0); } |
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bool IsKillMe( void ) { return ((m_fFlags & ANIM_LAYER_KILLME) != 0); } |
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bool IsAutoramp( void ) { return (m_flBlendIn != 0.0 || m_flBlendOut != 0.0); } |
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void KillMe( void ) { m_fFlags |= ANIM_LAYER_KILLME; } |
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void Dying( void ) { m_fFlags |= ANIM_LAYER_DYING; } |
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bool IsDying( void ) { return ((m_fFlags & ANIM_LAYER_DYING) != 0); } |
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void Dead( void ) { m_fFlags &= ~ANIM_LAYER_DYING; } |
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bool IsAbandoned( void ); |
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void MarkActive( void ); |
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float m_flLastEventCheck; |
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float m_flLastAccess; |
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// Network state changes get forwarded here. |
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CBaseAnimatingOverlay *m_pOwnerEntity; |
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DECLARE_SIMPLE_DATADESC(); |
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}; |
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inline float CAnimationLayer::GetFadeout( float flCurTime ) |
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{ |
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float s; |
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if (m_flLayerFadeOuttime <= 0.0f) |
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{ |
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s = 0; |
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} |
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else |
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{ |
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// blend in over 0.2 seconds |
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s = 1.0 - (flCurTime - m_flLayerAnimtime) / m_flLayerFadeOuttime; |
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if (s > 0 && s <= 1.0) |
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{ |
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// do a nice spline curve |
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s = 3 * s * s - 2 * s * s * s; |
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} |
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else if ( s > 1.0f ) |
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{ |
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// Shouldn't happen, but maybe curtime is behind animtime? |
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s = 1.0f; |
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} |
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} |
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return s; |
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} |
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class CBaseAnimatingOverlay : public CBaseAnimating |
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{ |
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DECLARE_CLASS( CBaseAnimatingOverlay, CBaseAnimating ); |
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public: |
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enum |
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{ |
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MAX_OVERLAYS = 15, |
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}; |
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private: |
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CUtlVector< CAnimationLayer > m_AnimOverlay; |
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//int m_nActiveLayers; |
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//int m_nActiveBaseLayers; |
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public: |
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virtual void OnRestore(); |
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virtual void StudioFrameAdvance(); |
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virtual void DispatchAnimEvents ( CBaseAnimating *eventHandler ); |
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virtual void GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], int boneMask ); |
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int AddGestureSequence( int sequence, bool autokill = true ); |
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int AddGestureSequence( int sequence, float flDuration, bool autokill = true ); |
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int AddGesture( Activity activity, bool autokill = true ); |
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int AddGesture( Activity activity, float flDuration, bool autokill = true ); |
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bool IsPlayingGesture( Activity activity ); |
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void RestartGesture( Activity activity, bool addifmissing = true, bool autokill = true ); |
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void RemoveGesture( Activity activity ); |
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void RemoveAllGestures( void ); |
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int AddLayeredSequence( int sequence, int iPriority ); |
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void SetLayerPriority( int iLayer, int iPriority ); |
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bool IsValidLayer( int iLayer ); |
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void SetLayerDuration( int iLayer, float flDuration ); |
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float GetLayerDuration( int iLayer ); |
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void SetLayerCycle( int iLayer, float flCycle ); |
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void SetLayerCycle( int iLayer, float flCycle, float flPrevCycle ); |
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void SetLayerCycle( int iLayer, float flCycle, float flPrevCycle, float flLastEventCheck ); |
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float GetLayerCycle( int iLayer ); |
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void SetLayerPlaybackRate( int iLayer, float flPlaybackRate ); |
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void SetLayerWeight( int iLayer, float flWeight ); |
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float GetLayerWeight( int iLayer ); |
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void SetLayerBlendIn( int iLayer, float flBlendIn ); |
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void SetLayerBlendOut( int iLayer, float flBlendOut ); |
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void SetLayerAutokill( int iLayer, bool bAutokill ); |
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void SetLayerLooping( int iLayer, bool bLooping ); |
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void SetLayerNoRestore( int iLayer, bool bNoRestore ); |
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Activity GetLayerActivity( int iLayer ); |
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int GetLayerSequence( int iLayer ); |
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int FindGestureLayer( Activity activity ); |
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void RemoveLayer( int iLayer, float flKillRate = 0.2, float flKillDelay = 0.0 ); |
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void FastRemoveLayer( int iLayer ); |
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CAnimationLayer *GetAnimOverlay( int iIndex ); |
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int GetNumAnimOverlays() const; |
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void SetNumAnimOverlays( int num ); |
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void VerifyOrder( void ); |
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bool HasActiveLayer( void ); |
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private: |
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int AllocateLayer( int iPriority = 0 ); // lower priorities are processed first |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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DECLARE_PREDICTABLE(); |
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}; |
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EXTERN_SEND_TABLE(DT_BaseAnimatingOverlay); |
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inline int CBaseAnimatingOverlay::GetNumAnimOverlays() const |
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{ |
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return m_AnimOverlay.Count(); |
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} |
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// ------------------------------------------------------------------------------------------ // |
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// CAnimationLayer inlines. |
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// ------------------------------------------------------------------------------------------ // |
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inline void CAnimationLayer::SetOrder( int nOrder ) |
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{ |
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m_nOrder = nOrder; |
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} |
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inline void CAnimationLayer::NetworkStateChanged() |
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{ |
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if ( m_pOwnerEntity ) |
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m_pOwnerEntity->NetworkStateChanged(); |
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} |
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inline void CAnimationLayer::NetworkStateChanged( void *pVar ) |
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{ |
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if ( m_pOwnerEntity ) |
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m_pOwnerEntity->NetworkStateChanged(); |
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} |
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#endif // BASE_ANIMATING_OVERLAY_H
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