Files
integration/Source/Integration/AnimQueue.h

329 lines
9.3 KiB
C
Raw Normal View History

2023-09-08 05:38:09 -04:00
#pragma once
#include "CoreMinimal.h"
#include "StringDecoder.h"
2023-09-15 00:01:41 -04:00
#include "Containers/Deque.h"
#include "AnimQueue.generated.h"
2023-09-08 05:38:09 -04:00
////////////////////////////////////////////////
//
// An single animation step.
//
// The body consists of a sequence of FlxAnimationField
2023-09-08 05:38:09 -04:00
// records. The body is encoded, to read the
// FlxAnimationField records you need an
// FlxAnimationStepDecoder.
2023-09-08 05:38:09 -04:00
//
////////////////////////////////////////////////
2025-01-07 18:46:40 -05:00
USTRUCT(BlueprintType)
struct INTEGRATION_API FlxAnimationStep {
GENERATED_BODY()
public:
UPROPERTY()
bool Finished;
UPROPERTY()
uint64 Hash;
2023-09-15 00:01:41 -04:00
UPROPERTY()
TArray<uint8> Body;
UPROPERTY()
FString Blueprint;
FlxAnimationStep() : Finished(false), Hash(0), Body(), Blueprint() {}
FlxAnimationStep(uint64 h, std::string_view b);
2023-10-09 14:59:48 -04:00
// Auto-Execute
//
2023-10-09 14:59:48 -04:00
// These functions automatically update certain actor
// properties:
//
// AutoUpdateXYZ(AActor *actor); // uses 'xyz' keyword
// AutoUpdateFacing(AActor *actor); // uses 'facing' keyword.
// AutoUpdatePlane(FName *plane); // uses 'plane' keyword
//
void AutoUpdateXYZ(AActor *actor) const;
void AutoUpdateFacing(AActor *actor) const;
void AutoUpdatePlane(FName *plane) const;
2023-09-15 00:01:41 -04:00
};
////////////////////////////////////////////////
//
// This UClass is never instantiated. It exists to
// expose certain static functions to the blueprint
// library.
//
////////////////////////////////////////////////
UCLASS()
class INTEGRATION_API UlxAnimationStepLibrary : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static FString AnimationStepDebugString(const FlxAnimationStep& step);
// Stores the key-value pairs in properties of the target object.
//
// The animation step contains key-value pairs. The goal of this function
// is to store these in properties of the target. The prefix parameter
// is prepended to the property names.
//
// For example, suppose the key-value pairs are "color=blue, speed=20",
// and suppose the prefix is "aq". In that case, two properties would
// be written: "aq Color" would be set to "blue", and "aq Speed" would be
// set to 20. In addition, a property "aq Animation Step" would
// be written, containing the entire animation step.
//
// If the step contains a key-value pair, but there is no corresponding
// property in the target, then the key-value pair is silently
// ignored. If the target contains properties that begin with the prefix,
// but which don't have any corresponding key-value pair, those properties
// are cleared.
//
// Returns 'Changed' if the hash-value of the "aq Animation Step" property
// has changed. Returns 'Action' string from the action=xxx property.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Step")
static void UnpackAnimationStep(bool &bChanged, FString &Action, const FlxAnimationStep& step, UObject* target, const FString& VariableNamePrefix = TEXT("aq"));
2023-10-12 18:15:56 -04:00
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
2023-10-12 18:15:56 -04:00
static bool AnimationStepEqual(const FlxAnimationStep &StepA, const FlxAnimationStep &StepB);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static bool AnimationStepIsIdle(const FlxAnimationStep &step);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static double AnimationStepGetFloat(const FlxAnimationStep& step, const FString& name);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static FString AnimationStepGetString(const FlxAnimationStep& step, const FString& name);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static bool AnimationStepGetBool(const FlxAnimationStep& step, const FString& name);
};
////////////////////////////////////////////////
//
//
////////////////////////////////////////////////
struct FlxAnimationStepView {
2023-09-15 00:01:41 -04:00
uint64 Hash;
std::string_view Body;
2023-09-15 00:01:41 -04:00
FlxAnimationStepView() : Hash(0), Body("") {}
FlxAnimationStepView(uint64 h, std::string_view b) : Hash(h), Body(b) {}
2023-09-08 05:38:09 -04:00
};
////////////////////////////////////////////////
//
// A single animation field.
//
// A field consists of a variable name,
// a persistent flag, a type, and some fields
// to hold the values.
//
// If the value is boolean, it is stored in
// X, as either 1 or 0. If the value is double,
// it is stored in X.
//
////////////////////////////////////////////////
struct FlxAnimationField {
2023-09-08 05:38:09 -04:00
std::string_view Name;
bool Persistent;
SimpleDynamicTag Type;
2023-09-08 05:38:09 -04:00
double X, Y, Z;
std::string_view S;
};
////////////////////////////////////////////////
//
// An Animation Queue Decoder.
//
// This acts a lot like a stream reader,
// it reads one AnimEntry at a time from
// the animation queue until you reach
// 'end-of-file'.
//
////////////////////////////////////////////////
2023-09-15 13:28:18 -04:00
class FlxAnimQueueDecoder {
2023-09-08 05:38:09 -04:00
private:
FlxStreamBuffer Decoder;
// These values are immediately read from the header.
//
int SizeLimit;
int ActualSize;
2023-09-08 05:38:09 -04:00
public:
2023-09-15 13:28:18 -04:00
// Initialize the FlxAnimQueueDecoder with the encoded animation queue.
2023-09-08 05:38:09 -04:00
//
FlxAnimQueueDecoder(std::string_view s);
// Get the size limit of the animation queue.
//
int GetSizeLimit() const { return SizeLimit; }
// Get the Actual Size of the animation queue.
//
int GetActualSize() const { return ActualSize; }
2023-09-08 05:38:09 -04:00
// Return true if the parser has reached the end of the string.
//
bool AtEOF() { return Decoder.empty(); }
2023-09-08 05:38:09 -04:00
// Read one animation step.
//
FlxAnimationStepView ReadStep();
2023-09-08 05:38:09 -04:00
// Peek at the hash of the next animation step.
//
uint64 PeekHash();
2023-09-08 05:38:09 -04:00
// Convert an AnimQueue to an FString.
//
static FString DebugString(std::string_view s);
};
////////////////////////////////////////////////
//
// An Animation Step Decoder.
//
// This acts a lot like a stream reader,
// it reads one FlxAnimationField at a time from
2023-09-08 05:38:09 -04:00
// the animation queue until you reach
// 'end-of-file'.
//
////////////////////////////////////////////////
class FlxAnimationStepDecoder {
2023-09-08 05:38:09 -04:00
private:
FlxStreamBuffer Decoder;
2023-09-08 05:38:09 -04:00
public:
// Initialize the FlxAnimationStepDecoder from the FlxAnimationStepView.
2023-09-08 05:38:09 -04:00
//
FlxAnimationStepDecoder(std::string_view body) : Decoder(body) {}
2023-09-08 05:38:09 -04:00
// Return true if the parser has reached the end of the string.
//
bool AtEOF() { return Decoder.empty(); }
2023-09-08 05:38:09 -04:00
// Read one field.
//
FlxAnimationField ReadField();
2023-09-08 05:38:09 -04:00
// Convert an AnimStep to an FString.
//
2023-10-12 18:15:56 -04:00
static FString DebugString(bool injectidle, bool persistentonly, uint64 hash, std::string_view body);
2023-09-08 05:38:09 -04:00
};
2023-09-15 00:01:41 -04:00
////////////////////////////////////////////////
//
2023-09-15 13:28:18 -04:00
// FlxAnimTracker
2023-09-15 00:01:41 -04:00
//
// This class monitors the animation queue for a single
// tangible. It can identify when a new animation has
// appeared on the animation queue, and when animations have
// been removed from the animation queue. It also
// keeps track of which animations have been started.
//
////////////////////////////////////////////////
2023-09-15 13:28:18 -04:00
class FlxAnimTracker {
2023-09-15 00:01:41 -04:00
public:
// Our own copy of the animation queue. We only
// store the hashes, not the steps. The First element
// of the queue is the oldest item.
//
TDeque<FlxAnimationStep> AQ;
2023-09-15 00:01:41 -04:00
// True if something has recently changed.
2023-09-15 00:01:41 -04:00
//
bool Changed;
2023-09-15 00:01:41 -04:00
2024-02-16 15:48:22 -05:00
// Autofinish parameters.
//
bool AutoFinish;
FString AutoFinishAction;
FVector AutoFinishXYZ;
private:
2024-02-16 15:48:22 -05:00
bool MatchesAutoFinish(const FlxAnimationStep &step);
2023-09-15 00:01:41 -04:00
public:
// Construct a tracker.
//
// Initially, the tracker is in the empty (Clear) state.
//
2023-09-15 13:28:18 -04:00
FlxAnimTracker();
2023-09-15 00:01:41 -04:00
// Clear everything, reset to the initial state.
//
void Clear();
2023-09-15 00:01:41 -04:00
// Update from the specified animation queue.
//
// After the update is done, AQ will be a copy
// of the animation queue that is passed in.
//
void Update(std::string_view encqueue);
2024-02-16 15:48:22 -05:00
// Auto-finish animation.
//
// Next time 'update' is called, we will check for the presence
// of a new animation matching these parameters. If there is
// one, it is automatically marked 'finished'.
//
void SetAutoFinish(const FString &action, const FVector &xyz);
// Get the current blueprint name, as a string.
//
FString GetCurrentBlueprintName();
// Get the current animation step.
2023-09-15 00:01:41 -04:00
//
// Get the current animation step. This is the step that the
// blueprint should currently be playing.
//
FlxAnimationStep GetCurrentAnimation();
// Declare that an animation is finished.
2023-09-15 00:01:41 -04:00
//
// The blueprint uses this function call to indicate that it
// is done playing the specified animation. This will cause the
// animation to be marked as finished, which in turn causes
// 'GetCurrentStep' to advance to the next animation.
//
void FinishedAnimation(uint64 Hash);
2023-09-15 00:01:41 -04:00
// Skip to the end of the animation queue.
//
// This is equivalent to calling 'FinishedHash' on every
// animation in the entire queue.
2023-09-15 00:01:41 -04:00
//
void SkipToEnd();
// Clear the 'Changed' flag.
2023-09-15 00:01:41 -04:00
//
void ClearChanged() { Changed = false; }
2023-09-15 00:01:41 -04:00
// Get the 'Changed' flag.
2023-09-15 00:01:41 -04:00
//
// The changed flag is set to true whenever the Luprex animation
// queue changes from its previous state. The changed flag is also
// set to true whenever 'SetFinished' marks an animation as finished.
// The changed flag can only be set to false by 'ClearChanged,' above.
2023-09-15 00:01:41 -04:00
//
bool IsChanged() const { return Changed; }
2023-09-15 00:01:41 -04:00
};