/usr/include/CEGUI/CEGUIKeyFrame.h is in libcegui-mk2-dev 0.7.6-3.3.
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filename: CEGUIKeyFrame.h
created: 7/8/2010
author: Martin Preisler
purpose: Defines the interface for the KeyFrame class
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2010 Paul D Turner & The CEGUI Development Team
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to de/al in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
***************************************************************************/
#ifndef _CEGUIKeyFrame_h_
#define _CEGUIKeyFrame_h_
#include "CEGUIString.h"
// Start of CEGUI namespace section
namespace CEGUI
{
/*!
\brief
Defines a 'key frame' class
Key frames are defined inside Affectors. The values they hold are used
when animation is precisely at the key frame's position. If it's between
two key frames, the value is interpolated.
\see
Affector
*/
class CEGUIEXPORT KeyFrame
{
public:
//! enumerates possible progression methods, IE how the value progresses
//! TOWARS this key frames, this means that progression method of the first
//! key frame won't be used for anything!
enum Progression
{
//! linear progression
P_Linear,
//! progress is accelerated, starts slow and speeds up
P_QuadraticAccelerating,
//! progress is decelerated, starts fast and slows down
P_QuadraticDecelerating,
/** left neighbour's value is picked if interpolation position is lower
* than 1.0, right is only picked when interpolation position is exactly
* 1.0
*/
P_Discrete
};
//! internal constructor, please use Affector::createKeyFrame
KeyFrame(Affector* parent, float position);
//! internal destructor, please use Affector::destroyKeyFrame
~KeyFrame(void);
/*!
\brief
Retrieves parent Affector of this Key Frame
*/
Affector* getParent() const;
/*!
\brief
Moves this keyframe to a new given position
*/
void moveToPosition(float newPosition);
/*!
\brief
Retrieves position of this key frame in the animation (in seconds)
*/
float getPosition() const;
/*!
\brief
Sets the value of this key frame
\par
This is only used if source property is empty!
\see
KeyFrame::setSourceProperty
*/
void setValue(const String& value);
/*!
\brief
Retrieves value of this key frame
*/
const String& getValue() const;
/*!
\brief
Sets the source property of this key frame
\par
Key frame can get it's value from 2 places, it's either stored inside
it (setValue, getValue methods) or it's linked to a property
(setSourcePropery, getSourceProperty).
The decision about what value is used is simple, if there is a source
property (sourceProperty is not empty, it's used)
*/
void setSourceProperty(const String& sourceProperty);
/*!
\brief
Gets the source property of this key frame
*/
const String& getSourceProperty() const;
/*!
\brief
Retrieves value of this for use when animating
\par
This is an internal method! Only use if you know what you're doing!
\par
This returns the base property value if source property is set on this
keyframe, it works the same as getValue() if source property is empty
*/
const String& getValueForAnimation(AnimationInstance* instance) const;
/*!
\brief
Sets the progression method of this key frame
\par
This controls how the animation will progress TOWARDS this key frame,
whether it will be a linear motion, accelerated, decelerated, etc...
That means that the progression of the first key frame is never used!
Please see KeyFrame::Progression
*/
void setProgression(Progression p);
/*!
\brief
Retrieves progression method of this key frame
*/
Progression getProgression() const;
/*!
\brief
Internal method, alters interpolation position based on progression
method. Don't use unless you know what you're doing!
*/
float alterInterpolationPosition(float position);
/*!
\brief
Internal method, if this keyframe is using source property, this
saves it's value to given instance before it's affected
*/
void savePropertyValue(AnimationInstance* instance);
/*!
\brief
internal method, notifies this keyframe that it has been moved
\par
DO NOT CALL DIRECTLY, should only be used by Affector class
\see
KeyFrame::moveToPosition
*/
void notifyPositionChanged(float newPosition);
private:
//! parent affector
Affector* d_parent;
//! position of this key frame in the animation's timeline (in seconds)
float d_position;
//! value of this key frame - key value
String d_value;
//! source property
String d_sourceProperty;
//! progression method used towards this key frame
Progression d_progression;
};
} // End of CEGUI namespace section
#endif // end of guard _CEGUIKeyFrame_h_
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