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#include <PlayMotionSequenceNode.h>
Inheritance diagram for PlayMotionSequenceNode< SIZE >:
Eventually, i'd like to just build the looping functionality into MotionSequence, but in the mean time we have this.
Definition at line 13 of file PlayMotionSequenceNode.h.
Public Member Functions | |
PlayMotionSequenceNode () | |
constructor | |
PlayMotionSequenceNode (const std::string &nm, StateNode *par, const std::string &file, bool loop=false) | |
constructor | |
virtual void | setup () |
This is called by DoStart() when you should setup the network of subnodes. | |
virtual void | DoStart () |
Transitions should call this when you are entering the state, so it can enable its transitions. | |
virtual void | DoStop () |
Transitions should call this when you are leaving the state, so it can disable its transitions. | |
virtual void | teardown () |
This is called by DoStop() when you should destruct subnodes. | |
virtual void | setFile (const std::string &file) |
sets the file to play | |
virtual void | setLooping (bool loop) |
turns looping on or off | |
virtual void | processEvent (const EventBase &e) |
By defining here, allows you to get away with not supplying a processEvent() function for the EventListener interface. By default, does nothing. | |
virtual bool | getLooping () |
returns true if currently looping | |
virtual MotionManager::MC_ID | getMSid () |
use this to access the MS that the PlayMotionSequenceNode is using | |
virtual MMAccessor< MotionSequenceMC< SIZE > > | getMSAccessor () |
use this to access the MS that the PlayMotionSequenceNode is using | |
virtual bool | ownsMSid () |
returns true if msid was created (and will be destroyed) by this PlayMotionSequenceNode - false if assigned by setMsid() | |
Protected Member Functions | |
void | updateMS (const std::string &file) |
resets the motion command and starts it playing | |
Protected Attributes | |
MotionManager::MC_ID | msid |
id of the motion command | |
bool | msidIsMine |
true if this class created the current motion command (and therefore should delete it when done) | |
bool | looping |
true if we should loop | |
std::string | filename |
filename of current motion sequence |
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constructor
Definition at line 16 of file PlayMotionSequenceNode.h. |
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constructor
Definition at line 21 of file PlayMotionSequenceNode.h. |
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Transitions should call this when you are entering the state, so it can enable its transitions.
Reimplemented from StateNode. Definition at line 29 of file PlayMotionSequenceNode.h. |
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Transitions should call this when you are leaving the state, so it can disable its transitions.
Reimplemented from StateNode. Definition at line 36 of file PlayMotionSequenceNode.h. |
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returns true if currently looping
Definition at line 85 of file PlayMotionSequenceNode.h. |
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use this to access the MS that the PlayMotionSequenceNode is using
Definition at line 91 of file PlayMotionSequenceNode.h. |
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use this to access the MS that the PlayMotionSequenceNode is using
Definition at line 88 of file PlayMotionSequenceNode.h. |
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returns true if msid was created (and will be destroyed) by this PlayMotionSequenceNode - false if assigned by setMsid()
Definition at line 94 of file PlayMotionSequenceNode.h. |
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By defining here, allows you to get away with not supplying a processEvent() function for the EventListener interface. By default, does nothing.
Reimplemented from BehaviorBase. Definition at line 74 of file PlayMotionSequenceNode.h. |
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sets the file to play
Definition at line 64 of file PlayMotionSequenceNode.h. |
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turns looping on or off
Definition at line 72 of file PlayMotionSequenceNode.h. Referenced by PlayMotionSequenceNode< SIZE >::PlayMotionSequenceNode(). |
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This is called by DoStart() when you should setup the network of subnodes.
Reimplemented from StateNode. Definition at line 27 of file PlayMotionSequenceNode.h. |
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This is called by DoStop() when you should destruct subnodes.
Reimplemented from StateNode. Definition at line 44 of file PlayMotionSequenceNode.h. |
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resets the motion command and starts it playing
Definition at line 98 of file PlayMotionSequenceNode.h. Referenced by PlayMotionSequenceNode< SIZE >::DoStart(), PlayMotionSequenceNode< SIZE >::processEvent(), and PlayMotionSequenceNode< SIZE >::setFile(). |
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filename of current motion sequence
Definition at line 114 of file PlayMotionSequenceNode.h. Referenced by PlayMotionSequenceNode< SIZE >::DoStart(), PlayMotionSequenceNode< SIZE >::PlayMotionSequenceNode(), PlayMotionSequenceNode< SIZE >::processEvent(), PlayMotionSequenceNode< SIZE >::setFile(), and PlayMotionSequenceNode< SIZE >::updateMS(). |
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true if we should loop
Definition at line 113 of file PlayMotionSequenceNode.h. Referenced by PlayMotionSequenceNode< SIZE >::getLooping(), PlayMotionSequenceNode< SIZE >::PlayMotionSequenceNode(), PlayMotionSequenceNode< SIZE >::processEvent(), and PlayMotionSequenceNode< SIZE >::setLooping(). |
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id of the motion command
Definition at line 111 of file PlayMotionSequenceNode.h. Referenced by PlayMotionSequenceNode< SIZE >::DoStop(), PlayMotionSequenceNode< SIZE >::getMSAccessor(), PlayMotionSequenceNode< SIZE >::getMSid(), PlayMotionSequenceNode< SIZE >::PlayMotionSequenceNode(), PlayMotionSequenceNode< SIZE >::processEvent(), PlayMotionSequenceNode< SIZE >::teardown(), and PlayMotionSequenceNode< SIZE >::updateMS(). |
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true if this class created the current motion command (and therefore should delete it when done)
Definition at line 112 of file PlayMotionSequenceNode.h. Referenced by PlayMotionSequenceNode< SIZE >::ownsMSid(), PlayMotionSequenceNode< SIZE >::PlayMotionSequenceNode(), PlayMotionSequenceNode< SIZE >::teardown(), and PlayMotionSequenceNode< SIZE >::updateMS(). |
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