source-engine/game/shared/choreoactor.h

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2023-10-03 14:23:56 +00:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
2020-04-22 16:56:21 +00:00
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CHOREOACTOR_H
#define CHOREOACTOR_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlvector.h"
class CChoreoChannel;
class CChoreoScene;
class CUtlBuffer;
class IChoreoStringPool;
//-----------------------------------------------------------------------------
// Purpose: The actor is the atomic element of a scene
// A scene can have one or more actors, who have multiple events on one or
// more channels
//-----------------------------------------------------------------------------
class CChoreoActor
{
public:
// Construction
CChoreoActor( void );
CChoreoActor( const char *name );
// Assignment
CChoreoActor& operator = ( const CChoreoActor& src );
// Serialization
void SaveToBuffer( CUtlBuffer& buf, CChoreoScene *pScene, IChoreoStringPool *pStringPool );
bool RestoreFromBuffer( CUtlBuffer& buf, CChoreoScene *pScene, IChoreoStringPool *pStringPool );
// Accessors
void SetName( const char *name );
const char *GetName( void );
// Iteration
int GetNumChannels( void );
CChoreoChannel *GetChannel( int channel );
CChoreoChannel *FindChannel( const char *name );
// Manipulate children
void AddChannel( CChoreoChannel *channel );
void RemoveChannel( CChoreoChannel *channel );
int FindChannelIndex( CChoreoChannel *channel );
void SwapChannels( int c1, int c2 );
void RemoveAllChannels();
void SetFacePoserModelName( const char *name );
char const *GetFacePoserModelName( void ) const;
void SetActive( bool active );
bool GetActive( void ) const;
bool IsMarkedForSave() const { return m_bMarkedForSave; }
void SetMarkedForSave( bool mark ) { m_bMarkedForSave = mark; }
void MarkForSaveAll( bool mark );
private:
// Clear structure out
void Init( void );
enum
{
MAX_ACTOR_NAME = 128,
MAX_FACEPOSER_MODEL_NAME = 128
};
char m_szName[ MAX_ACTOR_NAME ];
char m_szFacePoserModelName[ MAX_FACEPOSER_MODEL_NAME ];
// Children
CUtlVector < CChoreoChannel * > m_Channels;
bool m_bActive;
// Purely for save/load
bool m_bMarkedForSave;
};
#endif // CHOREOACTOR_H