SMG-Decomp
A decompilation of Super Mario Galaxy 1
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AnmPlayer.cpp
1#include "Game/Animation/AnmPlayer.hpp"
2#include "Game/Util.hpp"
3#include "Game/System/ResourceInfo.hpp"
4
5AnmPlayerBase::AnmPlayerBase(const ResTable *pTable) :
6 mResourceTable(pTable), mData(0), mFrameCtrl(0) {
7}
8
9void AnmPlayerBase::update() {
10 if (!mData) {
11 return;
12 }
13
14 mFrameCtrl.update();
15}
16
17/*
18void AnmPlayerBase::reflectFrame() {
19 if (!_4) {
20 void*
21 _4 =
22 }
23}*/
24
25void AnmPlayerBase::stop() {
26 stopAnimation();
27 mFrameCtrl.mSpeed = 0.0f;
28}
29
30bool AnmPlayerBase::isPlaying(const char *pAnimName) const {
31 if (mData) {
32 if (MR::isEqualStringCase(pAnimName, mResourceTable->getResName(mData))) {
33 return true;
34 }
35 }
36
37 return false;
38}
39
40MaterialAnmPlayerBase::MaterialAnmPlayerBase(const ResTable *pTable, J3DModelData *pModelData) : AnmPlayerBase(pTable) {
41 mModelData = pModelData;
42}
43
44void MaterialAnmPlayerBase::beginDiff() {
45 if (!mData) {
46 return;
47 }
48
49 reflectFrame();
50 attach(reinterpret_cast<J3DAnmBase*>(mData), mModelData);
51}
52
53void MaterialAnmPlayerBase::endDiff() {
54 if (!mData) {
55 return;
56 }
57
58 detach(reinterpret_cast<J3DAnmBase*>(mData), mModelData);
59}
60
61void AnmPlayerBase::changeAnimation(J3DAnmBase *) {
62
63}
64
65void AnmPlayerBase::stopAnimation() {
66
67}