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hlrc / server / include / RSB / AnimationCallbackWrapper.h @ f150aab5

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/*
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 * This file is part of hlrc_server
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 *
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 * Copyright(c) sschulz <AT> techfak.uni-bielefeld.de
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 * http://opensource.cit-ec.de/projects/hlrc_server
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 *
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 * This file may be licensed under the terms of the
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 * GNU General Public License Version 3 (the ``GPL''),
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 * or (at your option) any later version.
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 *
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 * Software distributed under the License is distributed
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 * on an ``AS IS'' basis, WITHOUT WARRANTY OF ANY KIND, either
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 * express or implied. See the GPL for the specific language
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 * governing rights and limitations.
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 *
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 * You should have received a copy of the GPL along with this
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 * program. If not, go to http://www.gnu.org/licenses/gpl.html
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 * or write to the Free Software Foundation, Inc.,
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 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The development of this software was supported by the
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 * Excellence Cluster EXC 277 Cognitive Interaction Technology.
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 * The Excellence Cluster EXC 277 is a grant of the Deutsche
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 * Forschungsgemeinschaft (DFG) in the context of the German
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 * Excellence Initiative.
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 *
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 */
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#pragma once
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#include "CallbackWrapper.h"
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#include "Animation.h"
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// callback handler incoming animation requests:
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class AnimationCallbackWrapper : public CallbackWrapper<rst::animation::HeadAnimation> {
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public:
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        AnimationCallbackWrapper(Middleware* mw) : CallbackWrapper(mw) {
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        }
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        void call(const std::string& method_name, boost::shared_ptr<rst::animation::HeadAnimation> input) {
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                printf("> incomint animation (method = %s)\n", method_name.c_str());
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                // fetch animation passed by rsb:
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                rst::animation::HeadAnimation* rst_ani = input.get();
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                boost::shared_ptr<Animation> ani(new Animation());
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                switch ((int)rst_ani->animation()) {
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                        case (rst_ani->IDLE):
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                                ani->target = Animation::IDLE;
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                                break;
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                        case (rst_ani->HEAD_NOD):
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                                ani->target = Animation::HEAD_NOD;
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                                break;
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                        case (rst_ani->HEAD_SHAKE):
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                                ani->target = Animation::HEAD_SHAKE;
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                                break;
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                        case (rst_ani->EYEBLINK_LEFT):
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                                ani->target = Animation::EYEBLINK_L;
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                                break;
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                        case (rst_ani->EYEBLINK_RIGHT):
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                                ani->target = Animation::EYEBLINK_R;
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                                break;
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                        case (rst_ani->EYEBLINK_BOTH):
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                                ani->target = Animation::EYEBLINK_BOTH;
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                                break;
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                        case (rst_ani->EYEBROWS_RAISE):
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                                ani->target = Animation::EYEBROWS_RAISE;
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                                break;
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                        case (rst_ani->EYEBROWS_LOWER):
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                                ani->target = Animation::EYEBROWS_LOWER;
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                                break;
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                        case (rst_ani->ENGAGEMENT_LEFT):
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                                ani->target = Animation::ENGAGEMENT_LEFT;
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                                break;
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                        case (rst_ani->ENGAGEMENT_RIGHT):
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                                ani->target = Animation::ENGAGEMENT_RIGHT;
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                                break;
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                        default:
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                                ani->target = Animation::IDLE;
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                                printf("> unhandled animatin target %d\n", (int)rst_ani->animation());
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                                throw std::runtime_error("AnimationCallback: invalid animation id");
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                                return;
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                }
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                ani->repetitions = rst_ani->repetitions();
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                ani->duration_each = rst_ani->duration_each();
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                ani->scale = rst_ani->emphasis_scale();
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                printf("> new Animation: %s\n", ani->as_string().c_str());
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                // send to application
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                mw->animation_callback(ani);
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        }
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};