| #include "rive/animation/transition_trigger_condition.hpp" |
| #include "rive/animation/state_machine_input_instance.hpp" |
| #include "rive/animation/state_machine_trigger.hpp" |
| #include "rive/animation/transition_condition_op.hpp" |
| |
| using namespace rive; |
| |
| bool TransitionTriggerCondition::validateInputType(const StateMachineInput* input) const { |
| // A null input is valid as the StateMachine can attempt to limp along if we |
| // introduce new input types that old conditions are expected to handle in |
| // newer runtimes. The older runtimes will just evaluate them to true. |
| return input == nullptr || input->is<StateMachineTrigger>(); |
| } |
| |
| bool TransitionTriggerCondition::evaluate(const SMIInput* inputInstance) const { |
| if (inputInstance == nullptr) { |
| return true; |
| } |
| auto triggerInput = reinterpret_cast<const SMITrigger*>(inputInstance); |
| |
| if (triggerInput->m_Fired) { |
| return true; |
| } |
| return false; |
| } |