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Copyright (C) 2002 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IVARIA_ENGSEQ_H__
#define __CS_IVARIA_ENGSEQ_H__
#include "csutil/scf.h"
/**\file
* Engine sequence interfaces
*/
struct iLight;
struct iMeshWrapper;
struct iObject;
struct iSector;
struct iSharedVariable;
class csBox3;
class csColor;
class csSphere;
class csVector3;
struct iSequence;
struct iSequenceManager;
struct iSequenceTrigger;
struct iSequenceWrapper;
//@{
/**
* Operations for AddConditionLightChange().
*/
enum
{
/// \todo Document me
CS_SEQUENCE_LIGHTCHANGE_NONE = 0,
/// \todo Document me
CS_SEQUENCE_LIGHTCHANGE_LESS = 1,
/// \todo Document me
CS_SEQUENCE_LIGHTCHANGE_GREATER = 2
};
//@}
/**
* This interface is a parameter resolver. The operations
* in the engine sequence manager use instances of this class
* to get the required object (mesh, light, material, ...).
* The engine sequence manager itself currently provides two ready-made
* implementations of this resolver:
* - iEngineSequenceParameters::CreateParameterESM() which will create
* a resolver that gets the requested parameter from the given
* iEngineSequenceParameters instance. This is useful for sequences
* where you don't know in advance on what objects you will use it.
* - iEngineSequenceManager::CreateParameterESM() which will give
* a resolver that returns a constant value. This is useful for
* operations where the object to operate on is known in advance.
*
* Main creators of instances implementing this interface:
* - Own implementions
* - iEngineSequenceParameters::CreateParameterESM()
* - iEngineSequenceManager::CreateParameterESM()
*
* Main users of this interface:
* - iSequenceWrapper
*
*/
struct iParameterESM : public virtual iBase
{
SCF_INTERFACE (iParameterESM, 1, 0, 0);
/**
* Get the value based on userdata which is given to the
* operations. If IsConstant() returns true then the params
* parameter will not be used!
* \param params Is given to the operations as userdata.
*/
virtual iBase* GetValue (iBase* params = 0) const = 0;
/**
* Returns true if the value is constant and immediatelly available
* upon request. In that case operations can store that value so
* then don't have to ask for it every time. If this function returns
* false then the operation MUST call GetValue() every time it
* wants to do something with the object.
*/
virtual bool IsConstant () const = 0;
};
/**
* An interface for passing on parameters to the engine sequence
* manager. You can create a ready-made instance of this interface
* by calling iSequenceWrapper::CreateBaseParameterBlock(). This will
* create an empty parameter block that specifies the supported parameters
* (and optional default values) that are relevant for that sequence.
* When running a sequence later you can call
* iSequenceWrapper::CreateParameterBlock() to make a clone of the
* base parameter block and then fill in the values.<br>
* To use a value from this parameter block you can call CreateParameterESM()
* which will return a parameter that you can give to an operation.
*
* Main creators of instances implementing this interface:
* - iSequenceWrapper::CreateBaseParameterBlock()
* - iSequenceWrapper::CreateParameterBlock ()
*
* Main ways to get pointers to this interface:
* - iSequenceWrapper::GetBaseParameterBlock ()
* - iSequenceTrigger::GetParameters ()
*
* Main users of this interface:
* - iSequenceWrapper
*
*/
struct iEngineSequenceParameters : public virtual iBase
{
SCF_INTERFACE (iEngineSequenceParameters, 1, 0, 0);
/**
* Get the number of parameters supported.
*/
virtual size_t GetParameterCount () const = 0;
/**
* Get a parameter.
*/
virtual iBase* GetParameter (size_t idx) const = 0;
/**
* Get a parameter by name.
*/
virtual iBase* GetParameter (const char* name) const = 0;
/**
* Get a parameter index by name.
*/
virtual size_t GetParameterIdx (const char* name) const = 0;
/**
* Get parameter name.
*/
virtual const char* GetParameterName (size_t idx) const = 0;
/**
* Add a parameter. Warning! ONLY call this for setting up the
* base parameter block. Don't use this to set the values for
* parameters later on blocks created with CreateParameterBlock()!
*/
virtual void AddParameter (const char* name, iBase* def_value = 0) = 0;
/**
* Set a parameter by index.
*/
virtual void SetParameter (size_t idx, iBase* value) = 0;
/**
* Set a parameter by name.
*/
virtual void SetParameter (const char* name, iBase* value) = 0;
/**
* Create a parameter ESM which keeps a reference to this parameter
* block and knows how to resolve the specified parameter. Returns
* 0 if the parameter 'name' is not known in this block. You can use
* the return of this function to give as an argument for operations.
*/
virtual csPtr<iParameterESM> CreateParameterESM (const char* name) = 0;
};
/**
* A sequence wrapper. This objects holds the reference
* to the original sequence and also implements iObject.
* Basically a sequence corresponds to a series of operations
* that are time based and can be scheduled on the sequence manager.
* This class enhances iSequence with support for custom operations
* and parameter blocks.
*
* Note that many parameters given to the AddOperation functions
* are of type iParameterESM.
*
* Main creators of instances implementing this interface:
* - iEngineSequenceManager::CreateSequence ()
*
* Main ways to get pointers to this interface:
* - iEngineSequenceManager::GetSequence()
* - iEngineSequenceManager::FindSequenceByName()
*
* Main users of this interface:
* - iEngineSequenceManager
*
*/
struct iSequenceWrapper : public virtual iBase
{
SCF_INTERFACE (iSequenceWrapper, 2, 0, 0);
/**
* Query iObject that is implemented by the sequence manager.
*/
virtual iObject* QueryObject () = 0;
/**
* Get the sequence that this wrapper maintains. It is allowed to use
* the underlying sequence for general sequence operations like adding
* conditions, operations, and general sequence management. The
* AddOperationBla() functions provided in this wrapper do nothing
* more than add custom operations through the regular
* iSequence::AddOperation().
*/
virtual iSequence* GetSequence () = 0;
/**
* Create a parameter block for this sequence wrapper. After
* creating this you can initialized the parameters (with names
* and optional default values). Later on you can use
* GetSequenceParameters() to get a copy of a parameter block to
* use for running a sequence.
*/
virtual iEngineSequenceParameters* CreateBaseParameterBlock () = 0;
/**
* Get the pointer to the base parameter block (or 0 if there is
* no such block).
*/
virtual iEngineSequenceParameters* GetBaseParameterBlock () = 0;
/**
* Create a parameter block which you can then fill in and then
* give as a parameter running this sequence. This essentially
* creates a copy of the base parameter block created with
* CreateBaseParameterBlock(). Modifications on the parameter block
* returned by this function have no effect on the parameter block
* which is kept internally. You should only set the values
* of the given parameter block and not create/remove variables.
* This function returns 0 if there is no parameter block
* for this sequence.
*/
virtual csPtr<iEngineSequenceParameters> CreateParameterBlock () = 0;
/**
* Operation: set a variable to a floating point value.
* If 'dvalue' is not 0 then that will be used instead of the absolute
* value. In that case 'dvalue' is added.
* \param time is the relative time at which this operation will fire.
* \param var is the variable that will be set by this operation. The
* value that is set is the 'value' parameter.
* \param value is the new value for 'var'.
* \param dvalue is a difference that is added. Only used if it is
* not 0.
*/
virtual void AddOperationSetVariable (csTicks time,
iSharedVariable* var, float value, float dvalue = 0) = 0;
/**
* Operation: set a variable to the contents of another variable.
* If 'dvalue' is not 0 then that will be used instead of the absolute
* value. In that case 'dvalue' is added. 'dvalue' has to be a floating
* point variable for that to work. 'value' can be any type. The type
* of 'var' will be set to the type of 'value' in that case.
* \param time is the relative time at which this operation will fire.
* \param var is the variable that will be set by this operation. The
* value that is set is the 'value' parameter.
* \param value is the new value for 'var'.
* \param dvalue is a difference that is added. Only used if it is not 0.
*/
virtual void AddOperationSetVariable (csTicks time,
iSharedVariable* var, iSharedVariable* value,
iSharedVariable* dvalue = 0) = 0;
/**
* Operation: set a variable to a vector.
* \param time is the relative time at which this operation will fire.
* \param var is the variable that will be set by this operation.
* \param v is the new vector value.
*/
virtual void AddOperationSetVariable (csTicks time,
iSharedVariable* var, const csVector3& v) = 0;
/**
* Operation: set a variable to a color.
* \param time is the relative time at which this operation will fire.
* \param var is the variable that will be set by this operation.
* \param c is the new color value.
*/
virtual void AddOperationSetVariable (csTicks time,
iSharedVariable* var, const csColor& c) = 0;
/**
* Operation: set a material on a mesh.
* \param time is the relative time at which this operation will fire.
* \param mesh is a parameter that represents a mesh on which the material
* should be set. The mesh should support SetMaterialWrapper().
* \param mat is a parameter that represents the material to set.
*/
virtual void AddOperationSetMaterial (csTicks time, iParameterESM* mesh,
iParameterESM* mat) = 0;
/**
* Operation: set a light color.
* \param time is the relative time at which this operation will fire.
* \param light is a parameter representing the light which will
* be set to the given color.
* \param color is the new color value.
*/
virtual void AddOperationSetLight (csTicks time, iParameterESM* light,
const csColor& color) = 0;
/**
* Operation: fade a light to some color during some time.
* \param time is the relative time at which this operation will fire.
* \param light is a parameter representing the light which will
* be fade to the given color.
* \param color is the final color value.
* \param duration is the duration time of the fade. The fade will
* start at relative time 'time' and will take 'duration' milliseconds
* to go from current color to destination color.
*/
virtual void AddOperationFadeLight (csTicks time, iParameterESM* light,
const csColor& color, csTicks duration) = 0;
/**
* Operation: set dynamic ambient light color.
* \param time is the relative time at which this operation will fire.
* \param sector is a parameter representing the sector which will
* have its ambient set.
* \param color is the ambient color unless 'colorvar' is not 0.
* \param colorvar is the variable containing the desired color. This
* will be used instead of 'color' is not 0.
*/
virtual void AddOperationSetAmbient (csTicks time, iParameterESM* sector,
const csColor& color, iSharedVariable *colorvar) = 0;
/**
* Operation: fade dynamic ambient light to some color during some time.
* \param time is the relative time at which this operation will fire.
* \param sector is a parameter representing the sector which will
* have its ambient set.
* \param color is the final ambient value.
* \param duration is the duration time of the fade. The fade will
* start at relative time 'time' and will take 'duration' milliseconds
* to go from current ambient to destination ambient.
*/
virtual void AddOperationFadeAmbient (csTicks time, iParameterESM* sector,
const csColor& color, csTicks duration) = 0;
/**
* Operation: Delay executation of the rest of the script by a random
* time between min and max msec.
* \param time is the relative time at which this operation will fire.
* \param min is the minimum time to wait starting with 'time'.
* \param max is the maximum time to wait starting with 'time'.
*/
virtual void AddOperationRandomDelay (csTicks time, int min, int max) = 0;
/**
* Operation: set a mesh color.
* \param time is the relative time at which this operation will fire.
* \param mesh is a parameter representing a mesh.
* \param color is the color to set this mesh too. Not all meshes
* support this.
*/
virtual void AddOperationSetMeshColor (csTicks time, iParameterESM* mesh,
const csColor& color) = 0;
/**
* Operation: fade a mesh to some color during some time.
* \param time is the relative time at which this operation will fire.
* \param mesh is a parameter representing a mesh.
* \param color is the destination color to fase this mesh too.
* Not all meshes support this.
* \param duration is the duration time of the fade. The fade will
* start at relative time 'time' and will take 'duration' milliseconds
* to go from current color to destination color.
*/
virtual void AddOperationFadeMeshColor (csTicks time, iParameterESM* mesh,
const csColor& color, csTicks duration) = 0;
/**
* Operation: set a fog color and density.
* \param time is the relative time at which this operation will fire.
* \param sector is a parameter representing the sector which will
* have its ambient set.
* \param color is the required color value.
* \param density is the required density.
*/
virtual void AddOperationSetFog (csTicks time, iParameterESM* sector,
const csColor& color, float density) = 0;
/**
* Operation: fade fog to some color/density during some time.
* \param time is the relative time at which this operation will fire.
* \param sector is a parameter representing the sector which will
* have its ambient set.
* \param color is the final color value.
* \param density is the final density.
* \param duration is the duration time of the fade. The fade will
* start at relative time 'time' and will take 'duration' milliseconds
* to go from current fog settings to destination fog settings.
*/
virtual void AddOperationFadeFog (csTicks time, iParameterESM* sector,
const csColor& color, float density, csTicks duration) = 0;
/**
* Operation: rotate object during some time. After the time has elapsed
* the rotation will be equal to the given angle here.
* Axis is 0, 1, or 2 for x, y, or z. If axis is -1 it is not used.
* \param time is the relative time at which this operation will fire.
* \param mesh is a parameter representing a mesh.
* \param axis1 is the first rotation axis (-1, 0, 1, or 2).
* \param tot_angle1 is the total angle to rotate around axis1.
* \param axis2 is the second rotation axis (-1, 0, 1, or 2).
* \param tot_angle2 is the total angle to rotate around axis2.
* \param axis3 is the third rotation axis (-1, 0, 1, or 2).
* \param tot_angle3 is the total angle to rotate around axis3.
* \param offset is added to the rotation transformation so you can
* rotate an object around a center different from 0,0,0. This parameter
* is not used for relative rotation as the rotation will be around
* object center then.
* \param duration is the duration time of the rotate. The rotate will
* start at relative time 'time' and will take 'duration' milliseconds
* to go from current orientation to destination orientation.
* \param relative specifies whether the rotation is relative to the
* object position.
*/
virtual void AddOperationRotateDuration (csTicks time, iParameterESM* mesh,
int axis1, float tot_angle1,
int axis2, float tot_angle2,
int axis3, float tot_angle3,
const csVector3& offset,
csTicks duration, bool relative = false) = 0;
/**
* Operation: move object (mesh or light) during some time. After the time
* has elapsed the total relative move will be equal to the 'offset'.
* \param time is the relative time at which this operation will fire.
* \param mesh is a parameter representing a mesh.
* \param offset is the relative amount to move.
* \param duration is the duration time of the move. The move will
* start at relative time 'time' and will take 'duration' milliseconds
* to go from current location to destination.
*/
virtual void AddOperationMoveDuration (csTicks time, iParameterESM* mesh,
const csVector3& offset, csTicks duration) = 0;
/**
* Operation: enable/disable a given trigger.
* \param time is the relative time at which this operation will fire.
* \param trigger is a parameter representing a trigger to enable or
* disable.
* \param en is true to enable or false to disable.
*/
virtual void AddOperationTriggerState (csTicks time,
iParameterESM* trigger, bool en) = 0;
/**
* Operation: enable checking of trigger state every 'delay'
* milliseconds (or disable with delay == 0). Use this in
* combination with AddOperationTestTrigger().
* \param time is the relative time at which this operation will fire.
* \param trigger is a parameter representing a trigger to enable or
* disable.
* \param delay represents the frequency of checking the trigger.
*/
virtual void AddOperationCheckTrigger (csTicks time,
iParameterESM* trigger, csTicks delay) = 0;
/**
* Operation: test trigger state and run a sequence if trigger
* is still valid or another sequence if not (both sequences
* can be 0 in which case nothing is run).
* Use in combination with AddOperationCheckTrigger().
* \param time is the relative time at which this operation will fire.
* \param trigger is a parameter representing a trigger to enable or
* disable.
* \param trueSequence is the sequence that will be fired
* when the trigger succeeds. Can be 0.
* \param falseSequence is the sequence that will be fired
* when the trigger does not succeed. Can be 0.
*/
virtual void AddOperationTestTrigger (csTicks time,
iParameterESM* trigger,
iSequence* trueSequence,
iSequence* falseSequence) = 0;
};
/**
* A sequence trigger. When all conditions in a trigger are
* true it will run a sequence. Note that after the succesfull firing
* of a trigger it will automatically be disabled.
*
* Main creators of instances implementing this interface:
* - iEngineSequenceManager::CreateTrigger ()
*
* Main ways to get pointers to this interface:
* - iEngineSequenceManager::GetTrigger()
* - iEngineSequenceManager::FindTriggerByName()
*
* Main users of this interface:
* - iEngineSequenceManager
*
*/
struct iSequenceTrigger : public virtual iBase
{
SCF_INTERFACE (iSequenceTrigger, 0, 0, 3);
/**
* Query object.
*/
virtual iObject* QueryObject () = 0;
/**
* Condition: true if camera is in some sector.
*/
virtual void AddConditionInSector (iSector* sector) = 0;
/**
* Condition: true if camera is in some sector and bbox.
*/
virtual void AddConditionInSector (iSector* sector,
const csBox3& box) = 0;
/**
* Condition: true if camera is in some sector and sphere.
*/
virtual void AddConditionInSector (iSector* sector,
const csSphere& sphere) = 0;
/**
* Condition: true if (part of) sector is visible.
*/
virtual void AddConditionSectorVisible (iSector* sector) = 0;
/**
* Condition: true if clicked on a mesh.
*/
virtual void AddConditionMeshClick (iMeshWrapper* mesh) = 0;
/**
* Condition: light change. Call this to add a trigger
* which fires a sequence when a light gets darker than
* a certain value or lighter than a certain value, or
* whenever a light changes.
* \param whichlight represents the light on which we will test.
* \param oper is one of #CS_SEQUENCE_LIGHTCHANGE_NONE,
* #CS_SEQUENCE_LIGHTCHANGE_LESS, or #CS_SEQUENCE_LIGHTCHANGE_GREATER
* depending on the test you want to use.
* \param color is the color to compare with.
*/
virtual void AddConditionLightChange (iLight *whichlight,
int oper, const csColor& color) = 0;
/**
* Condition: manual trigger. Call this to set add a trigger
* that requires manual confirmation. The 'Trigger()' function
* can then be used later to actually do the trigger.
*/
virtual void AddConditionManual () = 0;
/**
* Enable/disable this trigger. Triggers start enabled by
* default.
*/
virtual void SetEnabled (bool en) = 0;
/**
* Get enabled/disabled state.
*/
virtual bool IsEnabled () const = 0;
/**
* Clear all conditions.
*/
virtual void ClearConditions () = 0;
/**
* Trigger the manual condition.
*/
virtual void Trigger () = 0;
/**
* Set the parameter block to use for the sequence when it is fired.
*/
virtual void SetParameters (iEngineSequenceParameters* params) = 0;
/**
* Get the parameter block.
*/
virtual iEngineSequenceParameters* GetParameters () const = 0;
/**
* Attach the sequence that will be fired when all trigger
* conditions are valid.
* \remark \p seq will NOT be IncRef()ed - you'll have to ensure
* it's not prematurely destructed.
*/
virtual void FireSequence (csTicks delay, iSequenceWrapper* seq) = 0;
/**
* Get the attached sequence.
*/
virtual iSequenceWrapper* GetFiredSequence () = 0;
/**
* Test the conditions of this trigger every 'delay' milliseconds.
* Use this in combination with CheckState(). If 'delay' == 0
* then this testing is disabled (default).
*/
virtual void TestConditions (csTicks delay) = 0;
/**
* This function returns true if the trigger conditions are
* valid. This only works if TestConditions() has been called
* and it doesn't work immediatelly after TestConditions() because
* TestConditions() needs to take some time before it actually
* can retest the conditions.
*/
virtual bool CheckState () = 0;
/**
* Force the sequence of this trigger to be fired right now.
* Note that this will even fire if the trigger is disabled and
* conditions are completely ignored.
*
* Also calling ForceFire() will NOT cause the trigger to become disabled
* (as opposed to when a trigger normally fires). So if you want to make
* sure the trigger does not accidently fire again right after firing it
* you should disable the trigger (and possibly let the sequence enable
* it again).
*
* Note that ForceFire() still respects the fire delay with which the
* sequence was registered. If you use 'now' == true then this delay
* will be ignored and the sequence will be started immediatelly.
*/
virtual void ForceFire (bool now = false) = 0;
};
/**
* A timed operation for the engine sequence manager.
* This is basically something that needs to run over some period
* of time. The 'elapsed' value that needs to be implemented by
* subclasses will go from 0 to 1. When the time expires (goes beyond
* 1) then the operation will be deleted automatically.
* Timed operations are usually fired from within a sequence operation
* (iSequenceOperation).
*
* Main ways to get pointers to this interface:
* - Application specific. Instances of this are also created
* internally by the engine sequence manager plugin.
*
* Main users of this interface:
* - iEngineSequenceManager::FireTimedOperation()
*
*/
struct iSequenceTimedOperation : public virtual iBase
{
SCF_INTERFACE (iSequenceTimedOperation, 1, 0, 0);
/**
* Do the operation. 'time' will be between 0 and 1.
*/
virtual void Do (float time, iBase* params) = 0;
};
/**
* Sequence manager specifically designed for working on
* the engine.
*
* Main creators of instances implementing this interface:
* - Engine Sequence Manager plugin (crystalspace.utilities.sequence.engine)
*
* Main ways to get pointers to this interface:
* - csQueryRegistry<iEngineSequenceManager>()
*
*/
struct iEngineSequenceManager : public virtual iBase
{
SCF_INTERFACE (iEngineSequenceManager, 1, 0, 0);
/**
* Get a pointer to the underlying sequence manager that
* is being used.
*/
virtual iSequenceManager* GetSequenceManager () = 0;
/**
* Create a parameter ESM for a constant value.
*/
virtual csPtr<iParameterESM> CreateParameterESM (iBase* value) = 0;
//-----------------------------------------------------------------------
/**
* Create a new trigger with a given name.
*/
virtual csPtr<iSequenceTrigger> CreateTrigger (const char* name) = 0;
/**
* Remove trigger from the manager.
*/
virtual void RemoveTrigger (iSequenceTrigger* trigger) = 0;
/**
* Remove all triggers.
*/
virtual void RemoveTriggers () = 0;
/**
* Get the number of triggers.
*/
virtual size_t GetTriggerCount () const = 0;
/**
* Get a trigger.
*/
virtual iSequenceTrigger* GetTrigger (size_t idx) const = 0;
/**
* Get a trigger by name.
*/
virtual iSequenceTrigger* FindTriggerByName (const char* name) const = 0;
/**
* Fire a trigger manually, specifying the name.
* This will call ForceFire() on the trigger (if one is found). If
* now == false then the usual delay will be respected. Otherwise
* the sequence will be run immediatelly without the default delay.
*/
virtual bool FireTriggerByName (const char *name, bool now = false) const = 0;
//-----------------------------------------------------------------------
/**
* Create a new sequence with a given name.
*/
virtual csPtr<iSequenceWrapper> CreateSequence (const char* name) = 0;
/**
* Remove sequence from the manager.
*/
virtual void RemoveSequence (iSequenceWrapper* seq) = 0;
/**
* Remove all sequences.
*/
virtual void RemoveSequences () = 0;
/**
* Get the number of sequences.
*/
virtual size_t GetSequenceCount () const = 0;
/**
* Get a sequence.
*/
virtual iSequenceWrapper* GetSequence (size_t idx) const = 0;
/**
* Get a sequence by name.
*/
virtual iSequenceWrapper* FindSequenceByName (const char* name) const = 0;
/**
* Run a sequence and don't mess around with triggers.
*/
virtual bool RunSequenceByName (const char *name,int delay) const = 0;
//-----------------------------------------------------------------------
/**
* Start a timed operation with a given delta (in ticks).
* \param delta To be interpreted as the amount of time that has already
* elapsed since the beginning of the timed operation.
* \param duration Duration of the timed operation.
* \param op Operation to start.
* \param params Operation parameters.
* \param sequence_id This identifier can be used to get track of
* a given sequence. You can use this id to remove all operations that
* have this id. Use iSequenceManager::GetUniqueID() to fetch a suitable
* id here or else use the same id as the sequence has.
* \remarks The params block is increffed for as long as is needed so you
* can release your reference.
*/
virtual void FireTimedOperation (csTicks delta, csTicks duration,
iSequenceTimedOperation* op, iBase* params = 0,
uint sequence_id = 0) = 0;
/**
* Destroy all timed operations with a given sequence id.
*/
virtual void DestroyTimedOperations (uint sequence_id) = 0;
//-----------------------------------------------------------------------
};
#endif // __CS_IVARIA_ENGSEQ_H__
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