blob: b601f04910716f86e5faa9450ce774d813ed71ed [file] [log] [blame]
#include "rive/animation/listener_trigger_change.hpp"
#include "rive/animation/state_machine_instance.hpp"
#include "rive/animation/state_machine_trigger.hpp"
#include "rive/animation/state_machine_input_instance.hpp"
using namespace rive;
bool ListenerTriggerChange::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>();
void ListenerTriggerChange::perform(StateMachineInstance* stateMachineInstance,
Vec2D position) const {
auto inputInstance = stateMachineInstance->input(inputId());
if (inputInstance == nullptr) {
// If it's not null, it must be our correct type (why we validate at load time).
auto triggerInput = reinterpret_cast<SMITrigger*>(inputInstance);