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#pragma once
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#include "CoreMinimal.h"
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#include "StringDecoder.h"
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#include "Containers/Deque.h"
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////////////////////////////////////////////////
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//
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// This is copied over from Luprex source. Not ideal.
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//
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////////////////////////////////////////////////
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2023-09-15 15:44:01 -04:00
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enum class ElxAnimValueType {
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STRING,
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NUMBER,
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BOOLEAN,
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XYZ,
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INVALID
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};
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////////////////////////////////////////////////
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//
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// Playback Modes
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//
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// There are three different ways to play an animation:
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//
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// 1. Start Animation. This is the normal way to play an animation.
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//
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// 2. Warp to Final. Skip the actual animation, and jump
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// instantaneously to the final state of the animation.
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//
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// 3. Blend to Final. Skip the actual animation, and blend
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// smoothly to the final state of the animation. If the current
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// state is very far from the final state, then maybe jump instantaneously
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// instead.
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//
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////////////////////////////////////////////////
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enum class ElxAnimPlaybackMode {
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START_ANIMATION,
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WARP_TO_FINAL,
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BLEND_TO_FINAL,
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INVALID,
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};
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////////////////////////////////////////////////
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//
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// An single animation step.
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//
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// The body consists of a sequence of FlxAnimField
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// records. The body is encoded, to read the
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// FlxAnimField records you need an FlxAnimStepDecoder.
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// This comes in two versions: the string version,
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// and the string_view version.
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//
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////////////////////////////////////////////////
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struct FlxAnimStep {
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uint64 Hash;
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std::string_view Body;
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FlxAnimStep() : Hash(0), Body("") {}
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FlxAnimStep(uint64 h, std::string_view b) : Hash(h), Body(b) {}
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};
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struct FlxAnimStoredStep {
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uint64 Hash;
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std::string Body;
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FlxAnimStoredStep() : Hash(0), Body("") {}
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FlxAnimStoredStep(uint64 h, std::string_view b) : Hash(h), Body(b) {}
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};
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////////////////////////////////////////////////
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//
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// A single animation field.
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//
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// A field consists of a variable name,
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// a persistent flag, a type, and some fields
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// to hold the values.
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//
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// If the value is boolean, it is stored in
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// X, as either 1 or 0. If the value is double,
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// it is stored in X.
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//
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////////////////////////////////////////////////
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struct FlxAnimField {
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std::string_view Name;
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bool Persistent;
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ElxAnimValueType Type;
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double X, Y, Z;
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std::string_view S;
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};
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////////////////////////////////////////////////
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//
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// An Animation Queue Decoder.
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//
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// This acts a lot like a stream reader,
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// it reads one AnimEntry at a time from
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// the animation queue until you reach
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// 'end-of-file'.
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//
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////////////////////////////////////////////////
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class FlxAnimQueueDecoder {
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private:
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FlxStringDecoder Decoder;
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public:
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// Initialize the FlxAnimQueueDecoder with the encoded animation queue.
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//
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FlxAnimQueueDecoder(std::string_view s) : Decoder(s) {}
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// Return true if the parser has reached the end of the string.
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//
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bool AtEOF() { return Decoder.at_eof(); }
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// Read one animation step.
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//
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FlxAnimStep ReadStep();
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// Convert an AnimQueue to an FString.
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//
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static FString DebugString(std::string_view s);
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};
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////////////////////////////////////////////////
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//
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// An Animation Step Decoder.
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//
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// This acts a lot like a stream reader,
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// it reads one FlxAnimField at a time from
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// the animation queue until you reach
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// 'end-of-file'.
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//
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////////////////////////////////////////////////
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class FlxAnimStepDecoder {
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private:
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FlxStringDecoder Decoder;
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static bool ClearProperties(const FString& prefix, UObject* obj);
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static bool SetProperty(const FString& name, UObject *obj, const FlxAnimField& value);
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public:
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// Initialize the FlxAnimStepDecoder from the FlxAnimStep.
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//
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FlxAnimStepDecoder(std::string_view body) : Decoder(body) {}
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// Return true if the parser has reached the end of the string.
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//
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bool AtEOF() { return Decoder.at_eof(); }
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// Read one field.
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//
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FlxAnimField ReadField();
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// Convert an AnimStep to an FString.
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//
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static FString DebugString(std::string_view body);
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// Unpack an AnimStep into a UObject
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//
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// Stores the key-value pairs of the animation step into
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// properties of a UObject. For example, if the key-value
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// pair "color=blue" is present in the AnimStep, then this
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// routine tries to find a string property "color" in the
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// UObject, and then it sets that property to "blue."
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//
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// Returns true if all of the key-value pairs in the
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// animation step could be unpacked into fields of the UObject.
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// This could fail, for instance, if the UObject just doesn't
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// contain one of the necessary properties. It can also
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// fail if there's a type mismatch. For example, "color=blue"
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// cannot be stored in a property "color" of type int.
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//
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// The prefix is prepended to the key names. For example,
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// if one of the key-value pairs is "color=blue", and the
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// prefix is "aq", then the property "aqColor=blue" will be
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// stored in the UObject.
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//
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// If pre-clear is true, then all properties of the UObject
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// starting with the specified prefix are cleared before
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// unpacking the animation step.
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//
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static bool UnpackInto(std::string_view body, const FString &prefix, bool preclear, UObject* obj);
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};
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////////////////////////////////////////////////
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//
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// FlxAnimTracker
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//
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// This class monitors the animation queue for a single
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// tangible. It can identify when a new animation has
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// appeared on the animation queue, and when animations have
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// been removed from the animation queue. It also
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// keeps track of which animations have been started.
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//
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////////////////////////////////////////////////
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class FlxAnimTracker {
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public:
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// Our own copy of the animation queue. We only
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// store the hashes, not the steps. The First element
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// of the queue is the oldest item.
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//
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TDeque<FlxAnimStoredStep> AQ;
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// The sequence number of the first item in AQ.
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//
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int32 FirstSeqno;
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// Map from hash to sequence number.
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//
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TMap<uint64, int32> HashToSeqno;
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// The sequence number of the first unstarted animation.
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//
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int32 UnstartedSeqno;
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// Indicates whether the unstarted animation should be played or otherwise.
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//
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ElxAnimPlaybackMode PlaybackMode;
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// Array of recently-aborted hash values.
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//
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TArray<uint64> AbortedHashes;
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public:
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// Construct a tracker.
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//
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// Initially, the tracker is in the empty (Clear) state.
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//
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FlxAnimTracker();
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// Update from the specified animation queue.
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//
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// After the update is done, AQ will be a copy
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// of the animation queue that is passed in.
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//
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void Update(std::string_view encqueue);
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// Fetch the aborted hash values.
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//
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// This gets the array of aborted hashes and clears
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// the stored array.
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//
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TArray<uint64> GetAborted();
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// Get the next unstarted animation step.
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//
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// Get the next animation step. Returns the next step and the
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// playback mode. If the playback mode is INVALID then there is
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// no next step to play
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//
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ElxAnimPlaybackMode GetNextStep(FlxAnimStoredStep& step);
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// Declare that an animation has been started.
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//
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// After starting an animation, you should call this.
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//
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void StartedStep(uint64 Hash);
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};
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