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integration/Source/Integration/AnimQueue.h

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#pragma once
#include "CoreMinimal.h"
#include "StringDecoder.h"
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#include "Containers/Deque.h"
#include "AnimQueue.generated.h"
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////////////////////////////////////////////////
//
// This is copied over from Luprex source. Not ideal.
//
////////////////////////////////////////////////
enum class ElxAnimValueType {
STRING,
NUMBER,
BOOLEAN,
XYZ,
INVALID
};
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////////////////////////////////////////////////
//
// An single animation step.
//
// The body consists of a sequence of FlxAnimationField
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// records. The body is encoded, to read the
// FlxAnimationField records you need an
// FlxAnimationStepDecoder.
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//
////////////////////////////////////////////////
USTRUCT(Blueprintable)
struct INTEGRATION_API FlxAnimationStep {
GENERATED_BODY()
public:
UPROPERTY()
bool Finished;
UPROPERTY()
uint64 Hash;
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UPROPERTY()
TArray<uint8> Body;
UPROPERTY()
FString Blueprint;
FlxAnimationStep() : Finished(false), Hash(0), Body(), Blueprint() {}
FlxAnimationStep(uint64 h, std::string_view b);
// Unpack an AnimStep into a UObject
//
// Stores the key-value pairs of the animation step into
// properties of a UObject. For example, if the key-value
// pair "color=blue" is present in the AnimStep, then this
// routine tries to find a string property "color" in the
// UObject, and then it sets that property to "blue."
//
// Returns true if all of the key-value pairs in the
// animation step could be unpacked into fields of the UObject.
// This could fail, for instance, if the UObject just doesn't
// contain one of the necessary properties. It can also
// fail if there's a type mismatch. For example, "color=blue"
// cannot be stored in a property "color" of type int.
//
// The prefix is prepended to the key names. For example,
// if one of the key-value pairs is "color=blue", and the
// prefix is "aq", then the property "aqColor=blue" will be
// stored in the UObject.
//
// If pre-clear is true, then all properties of the UObject
// starting with the specified prefix are cleared before
// unpacking the animation step.
//
bool Unpack(const FString& prefix, UObject* into, bool preclear = true) const;
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};
////////////////////////////////////////////////
//
// 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)
static FString AnimationStepDebugString(const FlxAnimationStep& step);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "into"), Category = Luprex)
static void UnpackAnimationStep(UObject* into, const FlxAnimationStep& step, const FString& VariableNamePrefix);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
static bool AnimationStepIsIdle(const FlxAnimationStep &step);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
static double AnimationStepGetFloat(const FlxAnimationStep& step, const FString& name);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
static FString AnimationStepGetString(const FlxAnimationStep& step, const FString& name);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
static bool AnimationStepGetBool(const FlxAnimationStep& step, const FString& name);
};
////////////////////////////////////////////////
//
//
////////////////////////////////////////////////
struct FlxAnimationStepView {
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uint64 Hash;
std::string_view Body;
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FlxAnimationStepView() : Hash(0), Body("") {}
FlxAnimationStepView(uint64 h, std::string_view b) : Hash(h), Body(b) {}
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};
////////////////////////////////////////////////
//
// 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 {
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std::string_view Name;
bool Persistent;
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ElxAnimValueType Type;
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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'.
//
////////////////////////////////////////////////
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class FlxAnimQueueDecoder {
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private:
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FlxStringDecoder Decoder;
// These values are immediately read from the header.
//
int SizeLimit;
int ActualSize;
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public:
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// Initialize the FlxAnimQueueDecoder with the encoded animation queue.
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//
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; }
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// Return true if the parser has reached the end of the string.
//
bool AtEOF() { return Decoder.at_eof(); }
// Read one animation step.
//
FlxAnimationStepView ReadStep();
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// Peek at the hash of the next animation step.
//
uint64 PeekHash();
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// 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
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// the animation queue until you reach
// 'end-of-file'.
//
////////////////////////////////////////////////
class FlxAnimationStepDecoder {
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private:
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FlxStringDecoder Decoder;
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public:
// Initialize the FlxAnimationStepDecoder from the FlxAnimationStepView.
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//
FlxAnimationStepDecoder(std::string_view body) : Decoder(body) {}
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// Return true if the parser has reached the end of the string.
//
bool AtEOF() { return Decoder.at_eof(); }
// Read one field.
//
FlxAnimationField ReadField();
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// Convert an AnimStep to an FString.
//
static FString DebugString(uint64 hash, std::string_view body);
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};
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////////////////////////////////////////////////
//
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// FlxAnimTracker
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//
// 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.
//
////////////////////////////////////////////////
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class FlxAnimTracker {
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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;
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// True if something has recently changed.
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//
bool Changed;
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private:
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public:
// Construct a tracker.
//
// Initially, the tracker is in the empty (Clear) state.
//
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FlxAnimTracker();
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// Clear everything, reset to the initial state.
//
void Clear();
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// 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);
// Get the current animation step.
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//
// Get the current animation step. This is the step that the
// blueprint should currently be playing.
//
FlxAnimationStep GetCurrentAnimation();
// Declare that an animation is finished.
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//
// 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);
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// Skip to the end of the animation queue.
//
// This is equivalent to calling 'FinishedHash' on every
// animation in the entire queue.
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//
void SkipToEnd();
// Clear the 'Changed' flag.
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//
void ClearChanged() { Changed = false; }
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// Get the 'Changed' flag.
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//
// 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.
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//
bool IsChanged() const { return Changed; }
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};