7136c929ce
sort before creating drawables
334 lines
12 KiB
C++
334 lines
12 KiB
C++
#pragma once
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#include "StarPeriodicFunction.hpp"
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#include "StarAnimatedPartSet.hpp"
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#include "StarNetElementSystem.hpp"
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#include "StarDrawable.hpp"
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#include "StarParticle.hpp"
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#include "StarLightSource.hpp"
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#include "StarMixer.hpp"
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namespace Star {
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STAR_CLASS(NetworkedAnimator);
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STAR_EXCEPTION(NetworkedAnimatorException, StarException);
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// Wraps an AnimatedPartSet with a set of optional light sources and particle
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// emitters to produce a network capable animation system.
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class NetworkedAnimator : public NetElementSyncGroup {
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public:
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// Target for dynamic render data such as sounds and particles that are not
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// persistent and are instead produced during a call to update, and may need
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// to be tracked over time.
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class DynamicTarget {
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public:
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// Calls stopAudio()
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~DynamicTarget();
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List<AudioInstancePtr> pullNewAudios();
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List<Particle> pullNewParticles();
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// Stops all looping audio immediately and lets non-looping audio finish
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// normally
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void stopAudio();
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// Updates the base position of all un-pulled particles and all active
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// audio. Not necessary to call, but if not called all pulled data will be
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// relative to (0, 0).
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void updatePosition(Vec2F const& position);
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private:
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friend class NetworkedAnimator;
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void clearFinishedAudio();
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struct PersistentSound {
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Json sound;
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AudioInstancePtr audio;
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float stopRampTime;
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};
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struct ImmediateSound {
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Json sound;
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AudioInstancePtr audio;
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};
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Vec2F position;
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List<AudioInstancePtr> pendingAudios;
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List<Particle> pendingParticles;
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StringMap<PersistentSound> statePersistentSounds;
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StringMap<ImmediateSound> stateImmediateSounds;
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StringMap<List<AudioInstancePtr>> independentSounds;
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HashMap<AudioInstancePtr, Vec2F> currentAudioBasePositions;
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};
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NetworkedAnimator();
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// If passed a string as config, NetworkedAnimator will interpret this as a
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// config path, otherwise it is interpreted as the literal config.
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NetworkedAnimator(Json config, String relativePath = String());
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NetworkedAnimator(NetworkedAnimator&& animator);
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NetworkedAnimator(NetworkedAnimator const& animator);
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NetworkedAnimator& operator=(NetworkedAnimator&& animator);
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NetworkedAnimator& operator=(NetworkedAnimator const& animator);
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StringList stateTypes() const;
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StringList states(String const& stateType) const;
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// Returns whether a state change occurred. If startNew is true, always
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// forces a state change and starts the state off at the beginning even if
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// this state is already the current state.
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bool setState(String const& stateType, String const& state, bool startNew = false);
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String state(String const& stateType) const;
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StringMap<AnimatedPartSet::Part> const& constParts() const;
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StringMap<AnimatedPartSet::Part>& parts();
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StringList partNames() const;
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// Queries, if it exists, a property value from the underlying
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// AnimatedPartSet for the given state or part. If the property does not
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// exist, returns null.
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Json stateProperty(String const& stateType, String const& propertyName) const;
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Json partProperty(String const& partName, String const& propertyName) const;
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// Returns the transformation from flipping and zooming that is applied to
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// all parts in the NetworkedAnimator.
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Mat3F globalTransformation() const;
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// The transformation applied from the given set of transformation groups
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Mat3F groupTransformation(StringList const& transformationGroups) const;
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// The transformation that is applied to the given part NOT including the
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// global transformation
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Mat3F partTransformation(String const& partName) const;
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// Returns the total transformation for the given part, which includes the
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// globalTransformation, as well as the part rotation, scaling, and
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// translation.
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Mat3F finalPartTransformation(String const& partName) const;
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// partPoint / partPoly takes a propertyName and looks up the associated part
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// property and interprets is a Vec2F or a PolyF, then applies the final part
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// transformation and returns it.
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Maybe<Vec2F> partPoint(String const& partName, String const& propertyName) const;
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Maybe<PolyF> partPoly(String const& partName, String const& propertyName) const;
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// Every part image can have one or more <tag> directives in it, which if set
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// here will be replaced by the tag value when constructing Drawables. All
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// Drawables can also have a <frame> tag which will be set to whatever the
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// current state frame is (1 indexed, so the first frame is 1).
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void setGlobalTag(String tagName, String tagValue);
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void removeGlobalTag(String const& tagName);
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String const* globalTagPtr(String const& tagName) const;
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void setPartTag(String const& partType, String tagName, String tagValue);
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void setProcessingDirectives(Directives const& directives);
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void setZoom(float zoom);
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bool flipped() const;
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float flippedRelativeCenterLine() const;
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void setFlipped(bool flipped, float relativeCenterLine = 0.0f);
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// Animation rate defaults to 1.0, which means normal animation speed. This
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// can be used to globally speed up or slow down all components of
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// NetworkedAnimator together.
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void setAnimationRate(float rate);
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// Given angle is an absolute angle. Will rotate over time at the configured
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// angular velocity unless the immediate flag is set.
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bool hasRotationGroup(String const& rotationGroup) const;
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void rotateGroup(String const& rotationGroup, float targetAngle, bool immediate = false);
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float currentRotationAngle(String const& rotationGroup) const;
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// Transformation groups can be used for arbitrary part transforamtions.
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// They apply immediately, and are optionally interpolated on slaves.
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bool hasTransformationGroup(String const& transformationGroup) const;
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void translateTransformationGroup(String const& transformationGroup, Vec2F const& translation);
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void rotateTransformationGroup(String const& transformationGroup, float rotation, Vec2F const& rotationCenter = Vec2F());
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void scaleTransformationGroup(String const& transformationGroup, float scale, Vec2F const& scaleCenter = Vec2F());
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void scaleTransformationGroup(String const& transformationGroup, Vec2F const& scale, Vec2F const& scaleCenter = Vec2F());
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void transformTransformationGroup(String const& transformationGroup, float a, float b, float c, float d, float tx, float ty);
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void resetTransformationGroup(String const& transformationGroup);
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bool hasParticleEmitter(String const& emitterName) const;
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// Active particle emitters emit over time based on emission rate/variance.
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void setParticleEmitterActive(String const& emitterName, bool active);
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// Set the emission rate in particles / sec for a given emitter
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void setParticleEmitterEmissionRate(String const& emitterName, float emissionRate);
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// Set the optional particle emitter offset region, which particles will be
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// spread around randomly before being spawned
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void setParticleEmitterOffsetRegion(String const& emitterName, RectF const& offsetRegion);
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// Number of times to cycle when emitting a burst of particles.
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void setParticleEmitterBurstCount(String const& emitterName, unsigned burstCount);
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// Cause one time burst of all types of particles in an emitter looping around
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// burstCount times
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void burstParticleEmitter(String const& emitterName);
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bool hasLight(String const& lightName) const;
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void setLightActive(String const& lightName, bool active);
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void setLightPosition(String const& lightName, Vec2F position);
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void setLightColor(String const& lightName, Color color);
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void setLightPointAngle(String const& lightName, float angle);
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bool hasSound(String const& soundName) const;
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void setSoundPool(String const& soundName, StringList soundPool);
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// Plays a sound from the given independent sound pool. Multiple sounds may
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// be played as part of this group, and playing a new one will not interrupt
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// an older one.
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void playSound(String const& soundName, int loops = 0);
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// Setting the sound position, volume, and speed will affect future sounds in
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// this group, as well as any still active sounds from this group.
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void setSoundPosition(String const& soundName, Vec2F const& position);
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void setSoundVolume(String const& soundName, float volume, float rampTime = 0.0f);
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void setSoundPitchMultiplier(String const& soundName, float pitchMultiplier, float rampTime = 0.0f);
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// Stop all sounds played from this sound group
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void stopAllSounds(String const& soundName, float rampTime = 0.0f);
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void setEffectEnabled(String const& effect, bool enabled);
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List<Drawable> drawables(Vec2F const& translate = Vec2F()) const;
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List<pair<Drawable, float>> drawablesWithZLevel(Vec2F const& translate = Vec2F()) const;
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List<LightSource> lightSources(Vec2F const& translate = Vec2F()) const;
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// Dynamic target is optional, if not given, generated particles and sounds
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// will be discarded
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void update(float dt, DynamicTarget* dynamicTarget);
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// Run through the current animations until the final frame, including any
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// transition animations.
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void finishAnimations();
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private:
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struct RotationGroup {
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float angularVelocity;
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Vec2F rotationCenter;
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NetElementFloat targetAngle;
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float currentAngle;
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NetElementEvent netImmediateEvent;
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};
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struct TransformationGroup {
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Mat3F affineTransform() const;
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void setAffineTransform(Mat3F const& matrix);
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bool interpolated;
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NetElementFloat xTranslation;
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NetElementFloat yTranslation;
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NetElementFloat xScale;
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NetElementFloat yScale;
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NetElementFloat xShear;
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NetElementFloat yShear;
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};
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struct ParticleEmitter {
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struct ParticleConfig {
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ParticleVariantCreator creator;
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unsigned count;
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Vec2F offset;
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bool flip;
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};
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NetElementFloat emissionRate;
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float emissionRateVariance;
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NetElementData<RectF> offsetRegion;
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Maybe<String> anchorPart;
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StringList transformationGroups;
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Maybe<String> rotationGroup;
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Maybe<Vec2F> rotationCenter;
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List<ParticleConfig> particleList;
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NetElementBool active;
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NetElementUInt burstCount;
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NetElementUInt randomSelectCount;
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NetElementEvent burstEvent;
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float timer;
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};
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struct Light {
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NetElementBool active;
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NetElementFloat xPosition;
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NetElementFloat yPosition;
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NetElementData<Color> color;
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NetElementFloat pointAngle;
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Maybe<String> anchorPart;
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StringList transformationGroups;
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Maybe<String> rotationGroup;
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Maybe<Vec2F> rotationCenter;
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Maybe<PeriodicFunction<float>> flicker;
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bool pointLight;
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float pointBeam;
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float beamAmbience;
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};
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enum class SoundSignal {
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Play,
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StopAll
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};
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struct Sound {
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float rangeMultiplier;
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NetElementData<StringList> soundPool;
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NetElementFloat xPosition;
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NetElementFloat yPosition;
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NetElementFloat volumeTarget;
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NetElementFloat volumeRampTime;
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NetElementFloat pitchMultiplierTarget;
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NetElementFloat pitchMultiplierRampTime;
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NetElementInt loops;
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NetElementSignal<SoundSignal> signals;
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};
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struct Effect {
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String type;
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float time;
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Directives directives;
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NetElementBool enabled;
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float timer;
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};
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struct StateInfo {
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NetElementSize stateIndex;
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NetElementEvent startedEvent;
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};
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void setupNetStates();
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void netElementsNeedLoad(bool full) override;
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void netElementsNeedStore() override;
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String m_relativePath;
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AnimatedPartSet m_animatedParts;
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OrderedHashMap<String, StateInfo> m_stateInfo;
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OrderedHashMap<String, RotationGroup> m_rotationGroups;
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OrderedHashMap<String, TransformationGroup> m_transformationGroups;
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OrderedHashMap<String, ParticleEmitter> m_particleEmitters;
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OrderedHashMap<String, Light> m_lights;
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OrderedHashMap<String, Sound> m_sounds;
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OrderedHashMap<String, Effect> m_effects;
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NetElementData<Directives> m_processingDirectives;
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NetElementFloat m_zoom;
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NetElementBool m_flipped;
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NetElementFloat m_flippedRelativeCenterLine;
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NetElementFloat m_animationRate;
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NetElementHashMap<String, String> m_globalTags;
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StableStringMap<NetElementHashMap<String, String>> m_partTags;
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mutable StringMap<std::pair<size_t, Drawable>> m_cachedPartDrawables;
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};
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}
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