Revision 482adb6d server/src/Arbiter.cpp

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server/src/Arbiter.cpp
64 64
	gaze_state_animation_restart = true;
65 65
	emotion_target = &emotion_config_default;
66 66

  
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	utterance = boost::shared_ptr<Utterance>(new Utterance());
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	utterance = std::shared_ptr<Utterance>(new Utterance());
68 68
}
69 69

  
70 70
Arbiter::~Arbiter() {
......
120 120
}
121 121

  
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//! note: this is blocking!
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void Arbiter::play_animation(boost::shared_ptr<Animation> incoming_animation) {
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void Arbiter::play_animation(std::shared_ptr<Animation> incoming_animation) {
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	// incoming animation, check if this would conflict with any pending animations:
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	// lock access & iterate over vector:
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	std::unique_lock<std::mutex> lock_av(active_animation_vector_mutex);
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	active_animation_vector_t::iterator it;
128 128
	for (it = active_animation_vector.begin(); it < active_animation_vector.end(); it++) {
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		boost::shared_ptr<Animation> current_ani = *it;
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		std::shared_ptr<Animation> current_ani = *it;
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		// check if the running animation collides with the incoming animation:
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		if (current_ani->collides_with(incoming_animation.get())) {
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			// this would fail, we can not play this animation right now!
......
153 153
	// ok, it finished. we can safely remove it now:
154 154
	lock_av.lock();
155 155
	for (it = active_animation_vector.begin(); it < active_animation_vector.end();) {
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		boost::shared_ptr<Animation> current_ani = *it;
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		std::shared_ptr<Animation> current_ani = *it;
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		if (*it == incoming_animation) {
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			// printf(">match -> remove incoming ani again\n");
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			it = active_animation_vector.erase(it);
......
165 165
}
166 166

  
167 167
void Arbiter::speak(
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   boost::shared_ptr<Utterance> u) { //, ao_sample_format audio_format, char *audio_data, unsigned int audio_len){
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   std::shared_ptr<Utterance> u) { //, ao_sample_format audio_format, char *audio_data, unsigned int audio_len){
169 169
	// lock audio playback as such:
170 170
	const std::lock_guard<std::mutex> lock_audio(audio_player_mutex);
171 171

  
......
355 355
	const std::lock_guard<std::mutex> lock_av(active_animation_vector_mutex);
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	active_animation_vector_t::iterator it;
357 357
	for (it = active_animation_vector.begin(); it < active_animation_vector.end(); it++) {
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		boost::shared_ptr<Animation> current_ani = *it;
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		std::shared_ptr<Animation> current_ani = *it;
359 359

  
360 360
		// gaze_state.dump();
361 361
		current_ani->apply_on_gazestate(&gaze_state);

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