{
bool bNegativeEvent = false;
bool bPositiveEvent = false;
- bool use_continue = false;
+ bool bUseContinue = false;
KX_GameObject *obj = (KX_GameObject*)GetParent();
- short play_mode = BL_Action::ACT_MODE_PLAY;
- float start = m_startframe, end = m_endframe;
+ short playtype = BL_Action::ACT_MODE_PLAY;
+ float start = m_startframe;
+ float end = m_endframe;
// If we don't have an action, we can't do anything
if (!m_action)
return false;
- // Convert playmode
- if (m_playtype == ACT_ACTION_LOOP_END)
- play_mode = BL_Action::ACT_MODE_LOOP;
- else if (m_playtype == ACT_ACTION_LOOP_STOP)
- play_mode = BL_Action::ACT_MODE_LOOP;
- else if (m_playtype == ACT_ACTION_PINGPONG)
+ // Convert our playtype to one that BL_Action likes
+ switch(m_playtype)
{
- // We handle ping pong ourselves to increase compabitility with the pre-Pepper actuator
- play_mode = BL_Action::ACT_MODE_PLAY;
+ case ACT_ACTION_LOOP_END:
+ case ACT_ACTION_LOOP_STOP:
+ playtype = BL_Action::ACT_MODE_LOOP;
+ break;
+
+ case ACT_ACTION_PINGPONG:
+ // We handle ping pong ourselves to increase compabitility
+ // with files made prior to animation changes from GSoC 2011.
+ playtype = BL_Action::ACT_MODE_PLAY;
- if (m_flag & ACT_FLAG_REVERSE)
- {
- float tmp = start;
- start = end;
- end = tmp;
- m_localtime = end;
- }
- }
- else if (m_playtype == ACT_ACTION_FROM_PROP)
- {
- CValue* prop = GetParent()->GetProperty(m_propname);
+ if (m_flag & ACT_FLAG_REVERSE)
+ {
+ m_localtime = start;
+ start = end;
+ end = m_localtime;
+ }
+
+ break;
+ case ACT_ACTION_FROM_PROP:
+ CValue* prop = GetParent()->GetProperty(m_propname);
- play_mode = BL_Action::ACT_MODE_PLAY;
- start = end = prop->GetNumber();
+ playtype = BL_Action::ACT_MODE_PLAY;
+ start = end = prop->GetNumber();
+
+ break;
}
// Continue only really makes sense for play stop and flipper. All other modes go until they are complete.
if (m_flag & ACT_FLAG_CONTINUE &&
(m_playtype == ACT_ACTION_LOOP_STOP ||
m_playtype == ACT_ACTION_FLIPPER))
- use_continue = true;
+ bUseContinue = true;
// Handle events
RemoveAllEvents();
}
- if (use_continue && m_flag & ACT_FLAG_ACTIVE)
+ if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
m_localtime = obj->GetActionFrame(m_layer);
if (bPositiveEvent)
{
- if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, play_mode, m_layer_weight, m_ipo_flags))
+ if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags))
{
m_flag |= ACT_FLAG_ACTIVE;
- if (use_continue)
+ if (bUseContinue)
obj->SetActionFrame(m_layer, m_localtime);
if (m_playtype == ACT_ACTION_PLAY)
if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe))
m_localtime = m_startframe;
- if (m_playtype == ACT_ACTION_LOOP_STOP)
- {
- obj->StopAction(m_layer); // Stop the action after getting the frame
-
- // We're done
- m_flag &= ~ACT_FLAG_ACTIVE;
- return false;
- }
- else if (m_playtype == ACT_ACTION_LOOP_END || m_playtype == ACT_ACTION_PINGPONG)
+ switch(m_playtype)
{
- // Convert into a play and let it finish
- obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);
-
- m_flag |= ACT_FLAG_PLAY_END;
+ case ACT_ACTION_LOOP_STOP:
+ obj->StopAction(m_layer); // Stop the action after getting the frame
- if (m_playtype == ACT_ACTION_PINGPONG)
+ // We're done
+ m_flag &= ~ACT_FLAG_ACTIVE;
+ return false;
+ case ACT_ACTION_PINGPONG:
m_flag ^= ACT_FLAG_REVERSE;
- }
- else if (m_playtype == ACT_ACTION_FLIPPER)
- {
- // Convert into a play action and play back to the beginning
- end = start;
- start = obj->GetActionFrame(m_layer);
- obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);
+ // Now fallthrough to LOOP_END code
+ case ACT_ACTION_LOOP_END:
+ // Convert into a play and let it finish
+ obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);
- m_flag |= ACT_FLAG_PLAY_END;
+ m_flag |= ACT_FLAG_PLAY_END;
+ break;
+
+ case ACT_ACTION_FLIPPER:
+ // Convert into a play action and play back to the beginning
+ end = start;
+ start = obj->GetActionFrame(m_layer);
+ obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);
+
+ m_flag |= ACT_FLAG_PLAY_END;
+ break;
}
}
BL_ActionManager::~BL_ActionManager()
{
for (int i=0; i<MAX_ACTION_LAYERS; ++i)
- if (m_layers[i])
- delete m_layers[i];
+ delete m_layers[i];
}
float BL_ActionManager::GetActionFrame(short layer)
{
- if (m_layers[layer])
- return m_layers[layer]->GetFrame();
+ return m_layers[layer]->GetFrame();
return 0.f;
}
void BL_ActionManager::SetActionFrame(short layer, float frame)
{
- if (m_layers[layer])
- m_layers[layer]->SetFrame(frame);
+ m_layers[layer]->SetFrame(frame);
}
struct bAction *BL_ActionManager::GetCurrentAction(short layer)
{
- if (m_layers[layer])
- return m_layers[layer]->GetAction();
+ return m_layers[layer]->GetAction();
return 0;
}
void BL_ActionManager::SetPlayMode(short layer, short mode)
{
- if (m_layers[layer])
- m_layers[layer]->SetPlayMode(mode);
+ m_layers[layer]->SetPlayMode(mode);
}
void BL_ActionManager::SetTimes(short layer, float start, float end)
{
- if (m_layers[layer])
- m_layers[layer]->SetTimes(start, end);
+ m_layers[layer]->SetTimes(start, end);
}
bool BL_ActionManager::PlayAction(const char* name,
bool BL_ActionManager::IsActionDone(short layer)
{
- if (m_layers[layer])
- return m_layers[layer]->IsDone();
+ return m_layers[layer]->IsDone();
return true;
}