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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-19 22:53:50 +00:00
Move the priority enum to MWMechanics
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parent
7ba2508556
commit
70dc2f77ad
5 changed files with 61 additions and 65 deletions
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@ -40,56 +40,56 @@ namespace MWMechanics
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static const struct {
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CharacterState state;
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const char groupname[32];
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MWRender::Animation::Priority priority;
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Priority priority;
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bool loops;
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} sStateList[] = {
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{ CharState_Idle, "idle", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle2, "idle2", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle3, "idle3", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle4, "idle4", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle5, "idle5", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle6, "idle6", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle7, "idle7", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle8, "idle8", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle9, "idle9", MWRender::Animation::Priority_Default, true },
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{ CharState_IdleSwim, "idleswim", MWRender::Animation::Priority_Default, true },
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{ CharState_IdleSneak, "idlesneak", MWRender::Animation::Priority_Default, true },
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{ CharState_Idle, "idle", Priority_Default, true },
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{ CharState_Idle2, "idle2", Priority_Default, true },
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{ CharState_Idle3, "idle3", Priority_Default, true },
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{ CharState_Idle4, "idle4", Priority_Default, true },
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{ CharState_Idle5, "idle5", Priority_Default, true },
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{ CharState_Idle6, "idle6", Priority_Default, true },
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{ CharState_Idle7, "idle7", Priority_Default, true },
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{ CharState_Idle8, "idle8", Priority_Default, true },
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{ CharState_Idle9, "idle9", Priority_Default, true },
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{ CharState_IdleSwim, "idleswim", Priority_Default, true },
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{ CharState_IdleSneak, "idlesneak", Priority_Default, true },
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{ CharState_WalkForward, "walkforward", MWRender::Animation::Priority_Default, true },
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{ CharState_WalkBack, "walkback", MWRender::Animation::Priority_Default, true },
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{ CharState_WalkLeft, "walkleft", MWRender::Animation::Priority_Default, true },
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{ CharState_WalkRight, "walkright", MWRender::Animation::Priority_Default, true },
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{ CharState_WalkForward, "walkforward", Priority_Default, true },
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{ CharState_WalkBack, "walkback", Priority_Default, true },
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{ CharState_WalkLeft, "walkleft", Priority_Default, true },
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{ CharState_WalkRight, "walkright", Priority_Default, true },
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{ CharState_SwimWalkForward, "swimwalkforward", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimWalkBack, "swimwalkback", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimWalkLeft, "swimwalkleft", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimWalkRight, "swimwalkright", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimWalkForward, "swimwalkforward", Priority_Default, true },
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{ CharState_SwimWalkBack, "swimwalkback", Priority_Default, true },
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{ CharState_SwimWalkLeft, "swimwalkleft", Priority_Default, true },
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{ CharState_SwimWalkRight, "swimwalkright", Priority_Default, true },
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{ CharState_RunForward, "runforward", MWRender::Animation::Priority_Default, true },
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{ CharState_RunBack, "runback", MWRender::Animation::Priority_Default, true },
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{ CharState_RunLeft, "runleft", MWRender::Animation::Priority_Default, true },
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{ CharState_RunRight, "runright", MWRender::Animation::Priority_Default, true },
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{ CharState_RunForward, "runforward", Priority_Default, true },
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{ CharState_RunBack, "runback", Priority_Default, true },
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{ CharState_RunLeft, "runleft", Priority_Default, true },
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{ CharState_RunRight, "runright", Priority_Default, true },
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{ CharState_SwimRunForward, "swimrunforward", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimRunBack, "swimrunback", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimRunLeft, "swimrunleft", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimRunRight, "swimrunright", MWRender::Animation::Priority_Default, true },
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{ CharState_SwimRunForward, "swimrunforward", Priority_Default, true },
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{ CharState_SwimRunBack, "swimrunback", Priority_Default, true },
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{ CharState_SwimRunLeft, "swimrunleft", Priority_Default, true },
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{ CharState_SwimRunRight, "swimrunright", Priority_Default, true },
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{ CharState_SneakForward, "sneakforward", MWRender::Animation::Priority_Default, true },
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{ CharState_SneakBack, "sneakback", MWRender::Animation::Priority_Default, true },
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{ CharState_SneakLeft, "sneakleft", MWRender::Animation::Priority_Default, true },
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{ CharState_SneakRight, "sneakright", MWRender::Animation::Priority_Default, true },
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{ CharState_SneakForward, "sneakforward", Priority_Default, true },
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{ CharState_SneakBack, "sneakback", Priority_Default, true },
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{ CharState_SneakLeft, "sneakleft", Priority_Default, true },
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{ CharState_SneakRight, "sneakright", Priority_Default, true },
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{ CharState_TurnLeft, "turnleft", MWRender::Animation::Priority_Default, true },
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{ CharState_TurnRight, "turnright", MWRender::Animation::Priority_Default, true },
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{ CharState_TurnLeft, "turnleft", Priority_Default, true },
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{ CharState_TurnRight, "turnright", Priority_Default, true },
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{ CharState_Jump, "jump", MWRender::Animation::Priority_Default, true },
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{ CharState_Jump, "jump", Priority_Default, true },
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{ CharState_Death1, "death1", MWRender::Animation::Priority_Death, false },
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{ CharState_Death2, "death2", MWRender::Animation::Priority_Death, false },
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{ CharState_Death3, "death3", MWRender::Animation::Priority_Death, false },
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{ CharState_Death4, "death4", MWRender::Animation::Priority_Death, false },
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{ CharState_Death5, "death5", MWRender::Animation::Priority_Death, false },
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{ CharState_Death1, "death1", Priority_Death, false },
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{ CharState_Death2, "death2", Priority_Death, false },
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{ CharState_Death3, "death3", Priority_Death, false },
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{ CharState_Death4, "death4", Priority_Death, false },
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{ CharState_Death5, "death5", Priority_Death, false },
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};
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static const size_t sStateListSize = sizeof(sStateList)/sizeof(sStateList[0]);
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@ -111,7 +111,7 @@ static const struct {
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static const size_t sWeaponTypeListSize = sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0]);
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void CharacterController::getCurrentGroup(std::string &group, MWRender::Animation::Priority &priority, bool &loops) const
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void CharacterController::getCurrentGroup(std::string &group, Priority &priority, bool &loops) const
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{
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std::string name;
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for(size_t i = 0;i < sStateListSize;i++)
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@ -172,7 +172,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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}
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std::string group;
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MWRender::Animation::Priority prio;
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Priority prio;
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bool loops;
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getCurrentGroup(group, prio, loops);
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mAnimation->play(group, prio, MWRender::Animation::Group_All, false,
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@ -348,8 +348,7 @@ void CharacterController::update(float duration, Movement &movement)
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{
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mAnimQueue.pop_front();
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if(mAnimQueue.size() > 0)
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mAnimation->play(mAnimQueue.front().first,
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MWRender::Animation::Priority_Default,
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mAnimation->play(mAnimQueue.front().first, Priority_Default,
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MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, mAnimQueue.front().second);
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}
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@ -399,7 +398,7 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
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mAnimQueue.push_back(std::make_pair(groupname, count-1));
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mCharState = CharState_SpecialIdle;
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mAnimation->play(groupname, MWRender::Animation::Priority_Default,
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mAnimation->play(groupname, Priority_Default,
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MWRender::Animation::Group_All, false,
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((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
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}
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@ -433,7 +432,7 @@ void CharacterController::forceStateUpdate()
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mAnimQueue.clear();
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std::string group;
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MWRender::Animation::Priority prio;
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Priority prio;
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bool loops;
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getCurrentGroup(group, prio, loops);
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mAnimation->play(group, prio, MWRender::Animation::Group_All, false,
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@ -4,7 +4,6 @@
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#include <OgreVector3.h>
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#include "../mwworld/ptr.hpp"
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#include "../mwrender/animation.hpp"
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namespace MWRender
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{
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@ -16,6 +15,14 @@ namespace MWMechanics
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class Movement;
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enum Priority {
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Priority_Default,
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Priority_Death,
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Num_Priorities
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};
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enum CharacterState {
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CharState_SpecialIdle,
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CharState_Idle,
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@ -99,7 +106,7 @@ class CharacterController
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float mSecondsOfRunning;
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// Gets an animation group name from the current character state, and whether it should loop.
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void getCurrentGroup(std::string &group, MWRender::Animation::Priority &prio, bool &loops) const;
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void getCurrentGroup(std::string &group, Priority &prio, bool &loops) const;
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public:
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CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state);
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@ -479,7 +479,7 @@ bool Animation::handleTextKey(AnimState &state, const std::string &groupname, co
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}
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void Animation::play(const std::string &groupname, Priority priority, int groups, bool autodisable, const std::string &start, const std::string &stop, float startpoint, size_t loops)
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void Animation::play(const std::string &groupname, int priority, int groups, bool autodisable, const std::string &start, const std::string &stop, float startpoint, size_t loops)
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{
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if(!mSkelBase)
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return;
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@ -490,6 +490,8 @@ void Animation::play(const std::string &groupname, Priority priority, int groups
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return;
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}
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priority = std::max(0, priority);
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AnimStateMap::iterator stateiter = mStates.begin();
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while(stateiter != mStates.end())
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{
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@ -15,15 +15,6 @@ namespace MWRender
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class Animation
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{
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public:
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enum Priority {
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Priority_Nil = -1, /* Do not use */
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Priority_Default,
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Priority_Death,
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Num_Priorities
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};
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enum Group {
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Group_LowerBody = 1<<0,
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Group_UpperBody = 1<<1,
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@ -175,7 +166,7 @@ public:
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* "loop start" and "loop stop" markers if they exist,
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* otherwise it will use "start" and "stop".
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*/
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void play(const std::string &groupname, Priority priority, int groups, bool autodisable,
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void play(const std::string &groupname, int priority, int groups, bool autodisable,
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const std::string &start, const std::string &stop,
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float startpoint, size_t loops);
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@ -172,8 +172,7 @@ namespace MWRender
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if(groupname != mCurrentAnimGroup)
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{
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mCurrentAnimGroup = groupname;
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mAnimation->play(mCurrentAnimGroup, Animation::Priority_Default,
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Animation::Group_All, false, "start", "stop", 0.0f, 0);
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mAnimation->play(mCurrentAnimGroup, 1, Animation::Group_All, false, "start", "stop", 0.0f, 0);
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}
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mAnimation->forceUpdate();
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@ -200,8 +199,7 @@ namespace MWRender
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mAnimation->showWeapons(true);
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mCurrentAnimGroup = "inventoryhandtohand";
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mAnimation->play(mCurrentAnimGroup, Animation::Priority_Default,
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Animation::Group_All, false, "start", "stop", 0.0f, 0);
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mAnimation->play(mCurrentAnimGroup, 1, Animation::Group_All, false, "start", "stop", 0.0f, 0);
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}
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// --------------------------------------------------------------------------------------------------
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@ -235,8 +233,7 @@ namespace MWRender
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void RaceSelectionPreview::onSetup ()
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{
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mAnimation->play("idle", Animation::Priority_Default, Animation::Group_All,
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false, "start", "stop", 0.0f, 0);
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mAnimation->play("idle", 1, Animation::Group_All, false, "start", "stop", 0.0f, 0);
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updateCamera();
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}
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