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| AnimationInstance (Animation *definition) |
| internal constructor, please use AnimationManager::instantiateAnimation
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| ~AnimationInstance (void) |
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Animation * | getDefinition () const |
| Retrieves the animation definition that is used in this instance.
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void | setTarget (PropertySet *target) |
| Sets the target property set - this class will get it's properties affected by the Affectors!
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PropertySet * | getTarget () const |
| Retrieves the target property set.
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void | setEventReceiver (EventSet *receiver) |
| Sets event receiver - this class will receive events when something happens to the playback of this animation - it starts, stops, pauses, unpauses, ends and loops.
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EventSet * | getEventReceiver () const |
| Retrieves the event receiver.
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void | setEventSender (EventSet *sender) |
| Sets event sender - this class will send events and can affect this animation instance if there are any auto subscriptions defined in the animation definition.
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EventSet * | getEventSender () const |
| Retrieves the event sender.
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void | setTargetWindow (Window *target) |
| Helper method, sets given window as target property set, event receiver and event set.
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void | setPosition (float position) |
| Sets playback position. Has to be higher or equal to 0.0 and lower or equal to Animation definition's duration.
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float | getPosition () const |
| Retrieves current playback position.
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void | setSpeed (float speed) |
| Sets playback speed - you can speed up / slow down individual instances of the same animation. 1.0 means normal playback.
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float | getSpeed () const |
| Retrieves current playback speed.
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void | setSkipNextStep (bool skip) |
| Controls whether the next time step is skipped.
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bool | getSkipNextStep () const |
| Returns true if the next step is going to be skipped. More...
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void | setMaxStepDeltaSkip (float maxDelta) |
| Sets the max delta before step skipping occurs. More...
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float | getMaxStepDeltaSkip () const |
| Gets the max delta before step skipping occurs.
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void | setMaxStepDeltaClamp (float maxDelta) |
| Sets the max delta before step clamping occurs. More...
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float | getMaxStepDeltaClamp () const |
| Gets the max delta before step clamping occurs.
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void | start (bool skipNextStep=true) |
| Starts this animation instance - sets position to 0.0 and unpauses. More...
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void | stop () |
| Stops this animation instance - sets position to 0.0 and pauses.
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void | pause () |
| Pauses this animation instance - stops it from stepping forward.
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void | unpause (bool skipNextStep=true) |
| Unpauses this animation instance - allows it to step forward again. More...
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void | togglePause (bool skipNextStep=true) |
| Pauses the animation if it's running and unpauses it if it isn't. More...
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bool | isRunning () const |
| Returns true if this animation instance is currently unpaused, if it is stepping forward.
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void | step (float delta) |
| Internal method, steps the animation forward by the given delta.
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bool | handleStart (const CEGUI::EventArgs &e) |
| handler that starts the animation instance
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bool | handleStop (const CEGUI::EventArgs &e) |
| handler that stops the animation instance
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bool | handlePause (const CEGUI::EventArgs &e) |
| handler that pauses the animation instance
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bool | handleUnpause (const CEGUI::EventArgs &e) |
| handler that unpauses the animation instance
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bool | handleTogglePause (const CEGUI::EventArgs &e) |
| handler that toggles pause on this animation instance
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void | savePropertyValue (const String &propertyName) |
| Internal method, saves given property (called before it's affected)
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void | purgeSavedPropertyValues (void) |
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const String & | getSavedPropertyValue (const String &propertyName) |
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void | addAutoConnection (Event::Connection conn) |
| Internal method, adds reference to created auto connection. More...
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void | unsubscribeAutoConnections () |
| Internal method, unsubscribes auto connections. More...
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Defines an 'animation instance' class.
Animation classes hold definition of the animation. Whilst this class holds
data needed to use the animation definition - target PropertySet, event
receiver, animation position, ...
You have to define animation first and then instantiate it via
AnimationManager::instantiateAnimation
- See Also
- Animation