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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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#include "camera_animation_manager/camera_animation_step_player_factory.h"
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std::vector<std::pair<std::string, ICameraAnimationStepPlayerFactory*> >* ICameraAnimationStepPlayerFactory::Entries;
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ICameraAnimationStepPlayer* ICameraAnimationStepPlayerFactory::initStep(const std::string& name, NLMISC::CBitMemStream& impulse)
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{
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// We search the correct step type in our entries
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for (uint i = 0; i < Entries->size(); i++)
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{
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if (name == (*Entries)[i].first)
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{
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ICameraAnimationStepPlayer* ret = (*Entries)[i].second->instanciate();
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if (!ret)
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{
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nlerror("BUG IN CAMERA ANIMATION STEP PLAYER FACTORY : BAD INIT CODE");
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return NULL;
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}
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// We init the step
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if (!ret->initStep(impulse))
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{
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nlerror("building camera animation step player failed");
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delete ret;
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return NULL;
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}
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return ret;
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}
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}
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return NULL;
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}
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void ICameraAnimationStepPlayerFactory::init()
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{
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if (!Entries)
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Entries = new std::vector<std::pair<std::string, ICameraAnimationStepPlayerFactory*> >;
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}
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_CAMERAANIMATIONSTEPPLAYERFACTORY_H
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#define RY_CAMERAANIMATIONSTEPPLAYERFACTORY_H
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#include <string>
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#include <vector>
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#include "nel\misc\bit_mem_stream.h"
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/************************************************************************/
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/* Interface for camera animation steps.
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* It has to be able to parse the step from an impulse and to play it
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*/
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/************************************************************************/
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class ICameraAnimationStepPlayer
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{
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public:
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/// This function is called when it's time to init the step from an impulse
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virtual bool initStep(NLMISC::CBitMemStream& impulse) = 0;
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/// Function that plays the step
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virtual void playStep() = 0;
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protected:
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};
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/************************************************************************/
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/* Factory class that can instanciate the correct camera animation step player.
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*
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* \author Fabien Henon
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* \date 2012
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*/
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/************************************************************************/
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class ICameraAnimationStepPlayerFactory
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{
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public:
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/// Function that will instanciate the correct camera animation step player in function of the step name
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static ICameraAnimationStepPlayer* initStep(const std::string& name, NLMISC::CBitMemStream& impulse);
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protected:
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/// Functions used to be able to create the camera animation steps players
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static void init();
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virtual ICameraAnimationStepPlayer* instanciate() = 0;
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static std::vector<std::pair<std::string, ICameraAnimationStepPlayerFactory*> >* Entries;
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};
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// Define used to register the different types of camera animation steps players
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#define CAMERA_ANIMATION_REGISTER_STEP_PLAYER(_class_,_name_) \
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class _class_##CameraAnimationStepPlayerFactory : public ICameraAnimationStepPlayerFactory \
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{\
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public:\
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_class_##CameraAnimationStepPlayerFactory()\
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{\
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init();\
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std::string str = std::string(_name_); \
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for (uint i = 0; i < (*Entries).size(); i++ ) \
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{\
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if ( (*Entries)[i].first == str || (*Entries)[i].second == this )nlstop;\
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}\
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(*Entries).push_back( std::make_pair( str, this ) );\
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}\
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ICameraAnimationStepPlayer* instanciate()\
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{ \
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return new _class_;\
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} \
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};\
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static _class_##CameraAnimationStepPlayerFactory* _class_##CameraAnimationStepPlayerFactoryInstance = new _class_##CameraAnimationStepPlayerFactory;
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#endif /* RY_CAMERAANIMATIONSTEPPLAYERFACTORY_H */
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