khanat-opennel-code/code/ryzom/client/src/animation_fx_id_array.h
2010-05-06 02:08:41 +02:00

72 lines
2.4 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_ANIMATION_FX_ID_ARRAY_H
#define CL_ANIMATION_FX_ID_ARRAY_H
#include "animation_fx.h"
class CIDToStringArraySheet;
namespace NL3D
{
class UAnimationSet;
}
/**
* Sorts animation fx by an arbitrary ID
* Must be initialized from a .id_to_string_array sheet, which gives the id / sheet_name pairs
* The sheet name must be a .animation_fx one
*
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2003
*/
class CAnimationFXIDArray
{
public:
// ctor
CAnimationFXIDArray();
/** init from a .id_to_string_array sheet
* animation set is required to build fxs tracks.
* \param mustDeleteAnimSet true if ownerShip of animset must be given to that object (e.g it is deleted by that object at release())
*/
void init(const CIDToStringArraySheet &sheet, NL3D::UAnimationSet *animSet, bool mustDeleteAnimSet = false);
/** init from a .id_to_string_array sheet name
* animation set is required to build fxs tracks.
* \param mustDeleteAnimSet true if ownerShip of animset must be given to that object (e.g it is deleted by that object at release())
*/
void init(const std::string &sheetName, NL3D::UAnimationSet *animSet, bool mustDeleteAnimSet = false);
// release data from that object
void release();
// retrieve a fx from its id, or NULL if not known
const CAnimationFX *getFX(uint32 id) const;
private:
struct CIDToFX
{
uint32 ID;
CAnimationFX FX;
bool operator < (const CIDToFX &rhs) const { return this->ID < rhs.ID; }
};
std::vector<CIDToFX> _IDToFXArray;
NL3D::UAnimationSet *_AnimSet;
};
#endif