1 /*
2  * Copyright (c) 2009-2012 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 package com.jme3.cinematic.events;
33 
34 import com.jme3.animation.LoopMode;
35 import com.jme3.app.Application;
36 import com.jme3.cinematic.Cinematic;
37 import com.jme3.cinematic.PlayState;
38 import com.jme3.export.Savable;
39 
40 /**
41  *
42  * @author Nehon
43  */
44 public interface CinematicEvent extends Savable {
45 
46     /**
47      * Starts the animation
48      */
play()49     public void play();
50 
51     /**
52      * Stops the animation
53      */
stop()54     public void stop();
55 
56     /**
57      * Pauses the animation
58      */
pause()59     public void pause();
60 
61     /**
62      * Returns the actual duration of the animation
63      * @return the duration
64      */
getDuration()65     public float getDuration();
66 
67     /**
68      * Sets the speed of the animation (1 is normal speed, 2 is twice faster)
69      * @param speed
70      */
setSpeed(float speed)71     public void setSpeed(float speed);
72 
73     /**
74      * returns the speed of the animation
75      * @return the speed
76      */
getSpeed()77     public float getSpeed();
78 
79     /**
80      * returns the PlayState of the animation
81      * @return the plat state
82      */
getPlayState()83     public PlayState getPlayState();
84 
85     /**
86      * @param loop Set the loop mode for the channel. The loop mode
87      * determines what will happen to the animation once it finishes
88      * playing.
89      *
90      * For more information, see the LoopMode enum class.
91      * @see LoopMode
92      */
setLoopMode(LoopMode loop)93     public void setLoopMode(LoopMode loop);
94 
95     /**
96      * @return The loop mode currently set for the animation. The loop mode
97      * determines what will happen to the animation once it finishes
98      * playing.
99      *
100      * For more information, see the LoopMode enum class.
101      * @see LoopMode
102      */
getLoopMode()103     public LoopMode getLoopMode();
104 
105     /**
106      * returns the initial duration of the animation at speed = 1 in seconds.
107      * @return the initial duration
108      */
getInitialDuration()109     public float getInitialDuration();
110 
111     /**
112      * Sets the duration of the antionamtion at speed = 1 in seconds
113      * @param initialDuration
114      */
setInitialDuration(float initialDuration)115     public void setInitialDuration(float initialDuration);
116 
117     /**
118      * called internally in the update method, place here anything you want to run in the update loop
119      * @param tpf time per frame
120      */
internalUpdate(float tpf)121     public void internalUpdate(float tpf);
122 
123     /**
124      * initialize this event
125      * @param app the application
126      * @param cinematic the cinematic
127      */
initEvent(Application app, Cinematic cinematic)128     public void initEvent(Application app, Cinematic cinematic);
129 
130     /**
131      * When this method is invoked, the event should fast forward to the given time according tim 0 is the start of the event.
132      * @param time the time to fast forward to
133      */
setTime(float time)134     public void setTime(float time);
135 
136     /**
137      * returns the current time of the cinematic event
138      * @return the time
139      */
getTime()140     public float getTime();
141 
142 
143 }
144