Files
libremetaverse/Programs/Simian/AnimationSet.cs

158 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using OpenMetaverse;
namespace Simian
{
public struct Animation
{
public UUID ID;
public int SequenceNum;
public Animation(UUID id, int sequenceNum)
{
ID = id;
SequenceNum = sequenceNum;
}
}
public class AnimationSet
{
private Animation defaultAnimation;
private List<Animation> animations = new List<Animation>();
public AnimationSet()
{
ResetDefaultAnimation();
}
public bool HasAnimation(UUID animID)
{
if (defaultAnimation.ID == animID)
return true;
lock (animations)
{
for (int i = 0; i < animations.Count; ++i)
{
if (animations[i].ID == animID)
return true;
}
}
return false;
}
public bool Add(UUID animID, ref int sequenceCounter)
{
lock (animations)
{
if (!HasAnimation(animID))
{
int sequenceNum = Interlocked.Increment(ref sequenceCounter);
animations.Add(new Animation(animID, sequenceNum));
return true;
}
}
return false;
}
public bool Add(UUID animID, int sequenceNum)
{
lock (animations)
{
if (!HasAnimation(animID))
{
animations.Add(new Animation(animID, sequenceNum));
return true;
}
}
return false;
}
public bool Remove(UUID animID)
{
if (defaultAnimation.ID == animID)
{
ResetDefaultAnimation();
return true;
}
else if (HasAnimation(animID))
{
lock (animations)
{
for (int i = 0; i < animations.Count; i++)
{
if (animations[i].ID == animID)
{
animations.RemoveAt(i);
return true;
}
}
}
}
return false;
}
public void Clear()
{
ResetDefaultAnimation();
lock (animations) animations.Clear();
}
public bool SetDefaultAnimation(UUID animID, ref int sequenceCounter)
{
if (defaultAnimation.ID != animID)
{
int sequenceNum = Interlocked.Increment(ref sequenceCounter);
defaultAnimation = new Animation(animID, sequenceNum);
return true;
}
else
{
return false;
}
}
public bool SetDefaultAnimation(UUID animID, int sequenceNum)
{
if (defaultAnimation.ID != animID)
{
defaultAnimation = new Animation(animID, sequenceNum);
return true;
}
else
{
return false;
}
}
public void GetArrays(out UUID[] animIDs, out int[] sequenceNums)
{
lock (animations)
{
animIDs = new UUID[animations.Count + 1];
sequenceNums = new int[animations.Count + 1];
animIDs[0] = defaultAnimation.ID;
sequenceNums[0] = defaultAnimation.SequenceNum;
for (int i = 0; i < animations.Count; ++i)
{
animIDs[i + 1] = animations[i].ID;
sequenceNums[i + 1] = animations[i].SequenceNum;
}
}
}
protected bool ResetDefaultAnimation()
{
return SetDefaultAnimation(Animations.STAND, 1);
}
}
}