blob: a686f14bd2847e637058020f40ed3c33ded78fff [file] [log] [blame]
#include "rive/animation/nested_bool.hpp"
#include "rive/animation/nested_input.hpp"
#include "rive/animation/nested_number.hpp"
#include "rive/animation/nested_state_machine.hpp"
#include "rive/animation/state_machine_instance.hpp"
using namespace rive;
NestedStateMachine::NestedStateMachine() {}
NestedStateMachine::~NestedStateMachine() {}
void NestedStateMachine::advance(float elapsedSeconds)
{
if (m_StateMachineInstance != nullptr)
{
m_StateMachineInstance->advance(elapsedSeconds);
}
}
void NestedStateMachine::initializeAnimation(ArtboardInstance* artboard)
{
m_StateMachineInstance = artboard->stateMachineAt(animationId());
auto count = m_nestedInputs.size();
for (size_t i = 0; i < count; i++)
{
auto nestedInput = m_nestedInputs[i];
if (nestedInput->is<NestedBool>() || nestedInput->is<NestedNumber>())
{
nestedInput->applyValue();
}
}
m_nestedInputs.clear();
}
StateMachineInstance* NestedStateMachine::stateMachineInstance()
{
return m_StateMachineInstance.get();
}
void NestedStateMachine::pointerMove(Vec2D position)
{
if (m_StateMachineInstance != nullptr)
{
m_StateMachineInstance->pointerMove(position);
}
}
void NestedStateMachine::pointerDown(Vec2D position)
{
if (m_StateMachineInstance != nullptr)
{
m_StateMachineInstance->pointerDown(position);
}
}
void NestedStateMachine::pointerUp(Vec2D position)
{
if (m_StateMachineInstance != nullptr)
{
m_StateMachineInstance->pointerUp(position);
}
}
void NestedStateMachine::addNestedInput(NestedInput* input) { m_nestedInputs.push_back(input); }