osb/source/game/scripting/StarLuaAnimationComponent.hpp
2023-07-03 09:10:09 +10:00

124 lines
4.0 KiB
C++

#ifndef STAR_LUA_ANIMATION_COMPONENT_HPP
#define STAR_LUA_ANIMATION_COMPONENT_HPP
#include "StarLuaComponents.hpp"
#include "StarJsonExtra.hpp"
#include "StarLightSource.hpp"
#include "StarDrawable.hpp"
#include "StarEntityRenderingTypes.hpp"
#include "StarMixer.hpp"
#include "StarParticleDatabase.hpp"
#include "StarParticle.hpp"
#include "StarRoot.hpp"
#include "StarAssets.hpp"
#include "StarLuaConverters.hpp"
namespace Star {
STAR_EXCEPTION(LuaAnimationComponentException, LuaComponentException);
// Lua component that allows lua to directly produce drawables, light sources,
// audios, and particles. Adds a "localAnimation" callback table.
template <typename Base>
class LuaAnimationComponent : public Base {
public:
LuaAnimationComponent();
List<pair<Drawable, Maybe<EntityRenderLayer>>> const& drawables();
List<LightSource> const& lightSources();
List<Particle> pullNewParticles();
List<AudioInstancePtr> pullNewAudios();
protected:
// Clears looping audio on context shutdown
void contextShutdown() override;
private:
List<Particle> m_pendingParticles;
List<AudioInstancePtr> m_pendingAudios;
List<AudioInstancePtr> m_activeAudio;
List<pair<Drawable, Maybe<EntityRenderLayer>>> m_drawables;
List<LightSource> m_lightSources;
};
template <typename Base>
LuaAnimationComponent<Base>::LuaAnimationComponent() {
LuaCallbacks animationCallbacks;
animationCallbacks.registerCallback("playAudio", [this](String const& sound, Maybe<int> loops, Maybe<float> volume) {
auto audio = make_shared<AudioInstance>(*Root::singleton().assets()->audio(sound));
audio->setLoops(loops.value(0));
audio->setVolume(volume.value(1.0f));
m_pendingAudios.append(audio);
m_activeAudio.append(audio);
});
animationCallbacks.registerCallback("spawnParticle", [this](Json const& particleConfig, Maybe<Vec2F> const& position) {
auto particle = Root::singleton().particleDatabase()->particle(particleConfig);
particle.translate(position.value());
m_pendingParticles.append(particle);
});
animationCallbacks.registerCallback("clearDrawables", [this]() {
m_drawables.clear();
});
animationCallbacks.registerCallback("addDrawable", [this](Drawable drawable, Maybe<String> renderLayerName) {
Maybe<EntityRenderLayer> renderLayer;
if (renderLayerName)
renderLayer = parseRenderLayer(*renderLayerName);
if (auto image = drawable.part.ptr<Drawable::ImagePart>())
image->transformation.scale(0.125f);
m_drawables.append({move(drawable), renderLayer});
});
animationCallbacks.registerCallback("clearLightSources", [this]() {
m_lightSources.clear();
});
animationCallbacks.registerCallback("addLightSource", [this](LuaTable const& lightSourceTable) {
m_lightSources.append({
lightSourceTable.get<Vec2F>("position"),
lightSourceTable.get<Color>("color").toRgb(),
lightSourceTable.get<Maybe<bool>>("pointLight").value(),
lightSourceTable.get<Maybe<float>>("pointBeam").value(),
lightSourceTable.get<Maybe<float>>("beamAngle").value(),
lightSourceTable.get<Maybe<float>>("beamAmbience").value()
});
});
Base::addCallbacks("localAnimator", move(animationCallbacks));
}
template <typename Base>
List<pair<Drawable, Maybe<EntityRenderLayer>>> const& LuaAnimationComponent<Base>::drawables() {
return m_drawables;
}
template <typename Base>
List<LightSource> const& LuaAnimationComponent<Base>::lightSources() {
return m_lightSources;
}
template <typename Base>
List<Particle> LuaAnimationComponent<Base>::pullNewParticles() {
return take(m_pendingParticles);
}
template <typename Base>
List<AudioInstancePtr> LuaAnimationComponent<Base>::pullNewAudios() {
eraseWhere(m_activeAudio, [](AudioInstancePtr const& audio) {
return audio->finished();
});
return take(m_pendingAudios);
}
template <typename Base>
void LuaAnimationComponent<Base>::contextShutdown() {
for (auto const& audio : m_activeAudio)
audio->setLoops(0);
m_activeAudio.clear();
Base::contextShutdown();
}
}
#endif