mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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64 lines
No EOL
2.8 KiB
C++
64 lines
No EOL
2.8 KiB
C++
//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _VT_VACTORANIMATIONSTATES_H_
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#define _VT_VACTORANIMATIONSTATES_H_
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#ifndef _VT_VACTORSTATETABLE_H_
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#include "VActorStateTable.h"
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#endif
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#ifndef _TSINGLETON_H_
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#include "core/util/tSingleton.h"
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#endif
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//-----------------------------------------------------------------------------
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class VActorAnimationState : public VActorState
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{
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public:
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virtual void exit( VActor *pObject ) {};
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};
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//-----------------------------------------------------------------------------
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#define DeclareActorAnimationState( name ) \
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class VActor##name##AnimationState : public VActorAnimationState \
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{ \
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public: \
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void enter( VActor *pObject ); \
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bool execute( VActor *pObject ); \
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}
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#define ActorAnimationStateInstance( name ) \
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Singleton<VActor##name##AnimationState>::instance()
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#define ImplementActorAnimationState( name, sequence ) \
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void VActor##name##AnimationState::enter( VActor *pObject ) { pObject->getAnimationController()->setAnimation( sequence ); }
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#define ExecuteActorAnimationState( name ) \
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bool VActor##name##AnimationState::execute( VActor *pObject )
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//-----------------------------------------------------------------------------
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#endif // _VT_VACTORANIMATIONSTATES_H_
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