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										 |  |  | /**
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							|  |  |  |  * $Id$ | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ***** BEGIN GPL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This program is free software; you can redistribute it and/or | 
					
						
							|  |  |  |  * modify it under the terms of the GNU General Public License | 
					
						
							|  |  |  |  * as published by the Free Software Foundation; either version 2 | 
					
						
							|  |  |  |  * of the License, or (at your option) any later version. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This program is distributed in the hope that it will be useful, | 
					
						
							|  |  |  |  * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
					
						
							|  |  |  |  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
					
						
							|  |  |  |  * GNU General Public License for more details. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * You should have received a copy of the GNU General Public License | 
					
						
							|  |  |  |  * along with this program; if not, write to the Free Software Foundation, | 
					
						
							|  |  |  |  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. | 
					
						
							|  |  |  |  * All rights reserved. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The Original Code is: all of this file. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Contributor(s): none yet. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ***** END GPL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
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							|  |  |  | #include "BL_ActionManager.h"
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										 |  |  | BL_ActionManager::BL_ActionManager(class KX_GameObject *obj) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	for (int i=0; i<MAX_ACTION_LAYERS; ++i) | 
					
						
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										 |  |  | 		m_layers[i] = new BL_Action(obj); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | BL_ActionManager::~BL_ActionManager() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	for (int i=0; i<MAX_ACTION_LAYERS; ++i) | 
					
						
							|  |  |  | 		if (m_layers[i]) | 
					
						
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										 |  |  | 			delete m_layers[i]; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | float BL_ActionManager::GetActionFrame(short layer) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (m_layers[layer]) | 
					
						
							|  |  |  | 		return m_layers[layer]->GetFrame(); | 
					
						
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							|  |  |  | 	return 0.f; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void BL_ActionManager::SetActionFrame(short layer, float frame) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (m_layers[layer]) | 
					
						
							|  |  |  | 		m_layers[layer]->SetFrame(frame); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | bool BL_ActionManager::PlayAction(const char* name, | 
					
						
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										 |  |  | 								float start, | 
					
						
							|  |  |  | 								float end, | 
					
						
							|  |  |  | 								short layer, | 
					
						
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										 |  |  | 								short priority, | 
					
						
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										 |  |  | 								float blendin, | 
					
						
							|  |  |  | 								short play_mode, | 
					
						
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										 |  |  | 								float layer_weight, | 
					
						
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										 |  |  | 								short ipo_flags, | 
					
						
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										 |  |  | 								float playback_speed) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	// Disable layer blending on the first layer
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										 |  |  | 	if (layer == 0) layer_weight = -1.f; | 
					
						
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										 |  |  | 	return m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | void BL_ActionManager::StopAction(short layer) | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  | 	m_layers[layer]->Stop(); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | bool BL_ActionManager::IsActionDone(short layer) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (m_layers[layer]) | 
					
						
							|  |  |  | 		return m_layers[layer]->IsDone(); | 
					
						
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							|  |  |  | 	return true; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void BL_ActionManager::Update(float curtime) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	for (int i=0; i<MAX_ACTION_LAYERS; ++i) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		if (!m_layers[i]->IsDone()) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			m_layers[i]->Update(curtime); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } |