// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #include "stdafx.h" #include "NiAnimationLoopCommand.h" NiCommandID NiAnimationLoopCommand::ms_kID = 0; //--------------------------------------------------------------------------- NiAnimationLoopCommand::NiAnimationLoopCommand() { } //--------------------------------------------------------------------------- bool NiAnimationLoopCommand::Apply(NiSceneViewer* pkViewer) { pkViewer->SetAnimationLooping(!pkViewer->GetAnimationLooping()); return true; } //--------------------------------------------------------------------------- NiCommandID NiAnimationLoopCommand::GetClassID() { return ms_kID; } //--------------------------------------------------------------------------- NiAnimationLoopCommand::~NiAnimationLoopCommand() { } //--------------------------------------------------------------------------- NiSceneCommand* NiAnimationLoopCommand::Create(NiSceneCommandInfo* pkInfo) { return NiNew NiAnimationLoopCommand(); } //--------------------------------------------------------------------------- NiTPrimitiveArray* NiAnimationLoopCommand::GetDefaultCommandParamaterizations() { NiSceneCommandInfo* pkCommandInfo = NiNew NiSceneCommandInfo(); pkCommandInfo->m_uiClassID = GetClassID(); pkCommandInfo->m_eDeviceState = NiDevice::PRESSED; pkCommandInfo->m_iPriority = 0; pkCommandInfo->SetName("Toggle Animation Looping"); NiTPrimitiveArray* pkArray = NiNew NiTPrimitiveArray(); pkArray->Add(pkCommandInfo); return pkArray; } //--------------------------------------------------------------------------- void NiAnimationLoopCommand::Register() { ms_kID = NiSceneCommandRegistry::RegisterCommand("ANIMATION_LOOP", NiAnimationLoopCommand::Create); } //---------------------------------------------------------------------------