animation-state.h

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00001 /*
00002  * animation-state.h
00003  *
00004  * Copyright (C) 2010  Thomas A. Vaughan
00005  * All rights reserved.
00006  *
00007  *
00008  * Redistribution and use in source and binary forms, with or without
00009  * modification, are permitted provided that the following conditions are met:
00010  *     * Redistributions of source code must retain the above copyright
00011  *       notice, this list of conditions and the following disclaimer.
00012  *     * Redistributions in binary form must reproduce the above copyright
00013  *       notice, this list of conditions and the following disclaimer in the
00014  *       documentation and/or other materials provided with the distribution.
00015  *     * Neither the name of the <organization> nor the
00016  *       names of its contributors may be used to endorse or promote products
00017  *       derived from this software without specific prior written permission.
00018  *
00019  * THIS SOFTWARE IS PROVIDED BY THOMAS A. VAUGHAN ''AS IS'' AND ANY
00020  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
00021  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
00022  * DISCLAIMED. IN NO EVENT SHALL THOMAS A. VAUGHAN BE LIABLE FOR ANY
00023  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
00024  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
00025  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
00026  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
00027  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
00028  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
00029  *
00030  *
00031  */
00032 
00033 #ifndef WAVE_GLUT_ANIMATION_STATE_H__
00034 #define WAVE_GLUT_ANIMATION_STATE_H__
00035 
00036 // includes --------------------------------------------------------------------
00037 #include "util/stack_array.h"
00038 
00039 
00040 namespace glut {
00041 
00042 ////////////////////////////////////////////////////////////////////////////////
00043 ///
00044 /// \ingroup glut_core
00045 /// \defgroup anim_state Animation State
00046 ///
00047 ////////////////////////////////////////////////////////////////////////////////
00048 /*@{*/
00049 
00050 
00051 /// An object can have many animations going at once.  This structure tracks
00052 ///     the state of a single animation channel.
00053 struct anim_channel_state_t {
00054         // constructor, manipulators
00055         anim_channel_state_t(void) throw() { }
00056         void clear(void) throw() {
00057                         animIndex = -1; // invalid
00058                         msElapsed = 0;
00059                 }
00060         void dump(IN const char * title) const throw() {
00061                         DPRINTF("%s: index(%d) ms(%d)",
00062                             title, animIndex, msElapsed);
00063                 }
00064 
00065         // data fields
00066         int16_t         animIndex;    ///< index of animation
00067         word_t          unused;       // for dword alignment
00068         int32_t         msElapsed;    ///< milliseconds since animation started
00069 };
00070 
00071 
00072 // class exists only to define an enum: the maximum number of active animations
00073 // we allow at any one time (max per object).
00074 class MaxAnimations {
00075 public:
00076         enum eConstants {
00077                 eMaxArraySize   = 8 ///< max animations at once for an object
00078         };
00079 };
00080 
00081 
00082 
00083 typedef stack_array<anim_channel_state_t, MaxAnimations> animation_list_t;
00084 
00085 
00086 
00087 /// Simple class of fixed size to maintain per-object animation state
00088 class AnimationState : public animation_list_t {
00089 public:
00090         // constructor ---------------------------------------------------------
00091         AnimationState(void) throw();
00092 
00093         // AnimationState public class methods ---------------------------------
00094 
00095         /// serialize current state out to a string
00096         void serialize(OUT std::string& state) const;
00097 
00098         /// update our internal state based on passed-in animation state string.
00099         ///     Returns false if deserialization fails (bad input string).
00100         bool deserialize(IN const char * state);
00101 
00102 private:
00103 };
00104 
00105 
00106 
00107 };      // glut namespace
00108 
00109 #endif  // WAVE_GLUT_ANIMATION_STATE_H__
00110