Pass the loop count from loopgroup to the play method

Instead of queueing each iteration separately.
actorid
Chris Robinson 12 years ago
parent b482d5be09
commit e8cabc9434

@ -150,29 +150,16 @@ void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
void CharacterController::markerEvent(float time, const std::string &evt)
{
if(evt == "loop stop")
{
if(mAnimQueue.size() >= 2 && mAnimQueue[0] == mAnimQueue[1])
{
mAnimQueue.pop_front();
mAnimation->play(mCurrentGroup, "loop start", "stop", 0);
}
return;
}
if(evt == "stop")
{
if(mAnimQueue.size() >= 2 && mAnimQueue[0] == mAnimQueue[1])
{
mAnimQueue.pop_front();
mAnimation->play(mCurrentGroup, "loop start", "stop", 0);
}
else if(mAnimQueue.size() > 0)
if(mAnimQueue.size() > 0)
{
mAnimQueue.pop_front();
if(mAnimQueue.size() > 0)
{
mCurrentGroup = mAnimQueue.front();
mAnimation->play(mCurrentGroup, "start", "stop", 0);
mCurrentGroup = mAnimQueue.front().first;
size_t count = mAnimQueue.front().second;
mAnimation->play(mCurrentGroup, "start", "stop", count);
}
}
return;
@ -223,7 +210,6 @@ void CharacterController::update(float duration, Movement &movement)
if(vec.x > 0.0f)
setState(inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
: (sneak ? CharState_SneakRight : (isrunning ? CharState_RunRight : CharState_WalkRight)), true);
else if(vec.x < 0.0f)
setState(inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
: (sneak ? CharState_SneakLeft : (isrunning ? CharState_RunLeft : CharState_WalkLeft)), true);
@ -236,10 +222,10 @@ void CharacterController::update(float duration, Movement &movement)
if(vec.y > 0.0f)
setState(inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
: (sneak ? CharState_SneakForward : (isrunning ? CharState_RunForward : CharState_WalkForward)), true);
else if(vec.y < 0.0f)
setState(inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
: (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack)), true);
// Apply any sideways movement manually
movement.mPosition[0] += vec.x * (speed*duration);
}
@ -250,7 +236,7 @@ void CharacterController::update(float duration, Movement &movement)
else if(rot.z < 0.0f)
setState(CharState_TurnLeft, true);
}
else if(mAnimQueue.size() == 0)
else if(getState() != CharState_SpecialIdle || !mAnimation->isPlaying(0))
setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)), true);
movement.mRotation[0] += rot.x * duration;
@ -280,17 +266,15 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
if(mode != 0 || mAnimQueue.size() == 0)
{
mAnimQueue.clear();
while(count-- > 0)
mAnimQueue.push_back(groupname);
mAnimQueue.push_back(std::make_pair(groupname, count-1));
mCurrentGroup = groupname;
mState = CharState_SpecialIdle;
mAnimation->play(mCurrentGroup, ((mode==2) ? "loop start" : "start"), "stop", 0);
mAnimation->play(mCurrentGroup, ((mode==2) ? "loop start" : "start"), "stop", count-1);
}
else if(mode == 0)
{
mAnimQueue.resize(1);
while(count-- > 0)
mAnimQueue.push_back(groupname);
mAnimQueue.push_back(std::make_pair(groupname, count-1));
}
}
}

@ -72,7 +72,7 @@ class CharacterController
MWWorld::Ptr mPtr;
MWRender::Animation *mAnimation;
typedef std::deque<std::string> AnimationQueue;
typedef std::deque<std::pair<std::string,size_t> > AnimationQueue;
AnimationQueue mAnimQueue;
std::string mCurrentGroup;

@ -499,7 +499,16 @@ bool Animation::handleTextKey(size_t layeridx, const NifOgre::TextKeyMap::const_
return true;
}
if(evt.compare(off, len, "loop stop") == 0 || evt.compare(off, len, "stop") == 0)
if(evt.compare(off, len, "loop stop") == 0)
{
if(doLoop(layeridx))
{
if(mLayer[layeridx].mTime >= time)
return false;
}
return true;
}
if(evt.compare(off, len, "stop") == 0)
{
if(doLoop(layeridx))
{

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