1 #include "rive/animation/transition_bool_condition.hpp"
2 #include "rive/animation/state_machine_input_instance.hpp"
3 #include "rive/animation/state_machine_bool.hpp"
4 #include "rive/animation/transition_condition_op.hpp"
8 bool TransitionBoolCondition::validateInputType(const StateMachineInput* input) const {
9 // A null input is valid as the StateMachine can attempt to limp along if we
10 // introduce new input types that old conditions are expected to handle in
11 // newer runtimes. The older runtimes will just evaluate them to true.
12 return input == nullptr || input->is<StateMachineBool>();
15 bool TransitionBoolCondition::evaluate(const SMIInput* inputInstance) const {
16 if (inputInstance == nullptr) {
19 auto boolInput = reinterpret_cast<const SMIBool*>(inputInstance);
21 return (boolInput->value() && op() == TransitionConditionOp::equal) ||
22 (!boolInput->value() && op() == TransitionConditionOp::notEqual);