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#ifndef _RIVE_STATE_MACHINE_INSTANCE_HPP_
#define _RIVE_STATE_MACHINE_INSTANCE_HPP_
#include <string>
#include <stddef.h>
#include <vector>
#include "rive/animation/linear_animation_instance.hpp"
#include "rive/event_type.hpp"
#include "rive/scene.hpp"
namespace rive {
class StateMachine;
class LayerState;
class SMIInput;
class ArtboardInstance;
class SMIBool;
class SMINumber;
class SMITrigger;
class Shape;
class StateMachineLayerInstance;
class HitShape;
class NestedArtboard;
class StateMachineInstance : public Scene {
friend class SMIInput;
private:
const StateMachine* m_Machine;
bool m_NeedsAdvance = false;
std::vector<SMIInput*> m_InputInstances; // we own each pointer
size_t m_LayerCount;
StateMachineLayerInstance* m_Layers;
void markNeedsAdvance();
std::vector<std::unique_ptr<HitShape>> m_HitShapes;
std::vector<NestedArtboard*> m_HitNestedArtboards;
/// Provide a hitEvent if you want to process a down or an up for the pointer position too.
void processEvent(Vec2D position, EventType hitEvent = EventType::updateHover);
template <typename SMType, typename InstType>
InstType* getNamedInput(const std::string& name) const;
public:
StateMachineInstance(const StateMachine* machine, ArtboardInstance* instance);
~StateMachineInstance() override;
// Advance the state machine by the specified time. Returns true if the
// state machine will continue to animate after this advance.
bool advance(float seconds);
// Returns true when the StateMachineInstance has more data to process.
bool needsAdvance() const;
// Returns a pointer to the instance's stateMachine
const StateMachine* stateMachine() const { return m_Machine; }
size_t inputCount() const override { return m_InputInstances.size(); }
SMIInput* input(size_t index) const override;
SMIBool* getBool(const std::string& name) const override;
SMINumber* getNumber(const std::string& name) const override;
SMITrigger* getTrigger(const std::string& name) const override;
const size_t currentAnimationCount() const;
const LinearAnimationInstance* currentAnimationByIndex(size_t index) const;
// The number of state changes that occurred across all layers on the
// previous advance.
size_t stateChangedCount() const;
// Returns the state name for states that changed in layers on the
// previously called advance. If the index of out of range, it returns
// the empty string.
const LayerState* stateChangedByIndex(size_t index) const;
bool advanceAndApply(float secs) override;
std::string name() const override;
void pointerMove(Vec2D position) override;
void pointerDown(Vec2D position) override;
void pointerUp(Vec2D position) override;
float durationSeconds() const override { return -1; }
Loop loop() const override { return Loop::oneShot; }
bool isTranslucent() const override { return true; }
};
} // namespace rive
#endif