Now passing FlxAnimationStep into the blueprint

This commit is contained in:
2023-09-19 22:08:15 -04:00
parent b74f9495fc
commit 1d8bdfc7bf
5 changed files with 222 additions and 191 deletions

View File

@@ -3,6 +3,7 @@
#include "CoreMinimal.h"
#include "StringDecoder.h"
#include "Containers/Deque.h"
#include "AnimQueue.generated.h"
////////////////////////////////////////////////
//
@@ -31,15 +32,16 @@ enum class ElxAnimValueType {
//
// 3. Blend to Final. Skip the actual animation, and blend
// smoothly to the final state of the animation. If the current
// state is very far from the final state, then maybe jump instantaneously
// instead.
// state is very far from the final state, then maybe
// jump instantaneously instead.
//
////////////////////////////////////////////////
enum class ElxAnimPlaybackMode {
START_ANIMATION,
WARP_TO_FINAL,
BLEND_TO_FINAL,
UENUM(BlueprintType)
enum class ElxAnimationMode : uint8 {
StartAnimation,
WarpToFinal,
BlendToFinal,
INVALID,
};
@@ -47,28 +49,91 @@ enum class ElxAnimPlaybackMode {
//
// An single animation step.
//
// The body consists of a sequence of FlxAnimField
// The body consists of a sequence of FlxAnimationField
// records. The body is encoded, to read the
// FlxAnimField records you need an FlxAnimStepDecoder.
// This comes in two versions: the string version,
// and the string_view version.
// FlxAnimationField records you need an
// FlxAnimationStepDecoder.
//
////////////////////////////////////////////////
struct FlxAnimStep {
USTRUCT(Blueprintable)
struct INTEGRATION_API FlxAnimationStep {
GENERATED_BODY()
public:
UPROPERTY()
uint64 Hash;
UPROPERTY()
TArray<uint8> Body;
FlxAnimationStep() : Hash(0), Body() {}
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;
};
////////////////////////////////////////////////
//
// 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 = Tangibles)
static FString AnimationStepDebugString(const FlxAnimationStep& step);
UFUNCTION(BlueprintCallable, Category = Tangibles)
static void UnpackAnimationStep(const FlxAnimationStep& step,
const FString& prefix, UObject* into, bool preclear = true);
};
////////////////////////////////////////////////
//
// Exposing functions to blueprints.
//
////////////////////////////////////////////////
//UFUNCTION(BlueprintCallable)
//void Unpack(const FString& prefix, UObject* into, bool preclear = true);
struct FlxAnimationStepView {
uint64 Hash;
std::string_view Body;
FlxAnimStep() : Hash(0), Body("") {}
FlxAnimStep(uint64 h, std::string_view b) : Hash(h), Body(b) {}
};
struct FlxAnimStoredStep {
uint64 Hash;
std::string Body;
FlxAnimStoredStep() : Hash(0), Body("") {}
FlxAnimStoredStep(uint64 h, std::string_view b) : Hash(h), Body(b) {}
FlxAnimationStepView() : Hash(0), Body("") {}
FlxAnimationStepView(uint64 h, std::string_view b) : Hash(h), Body(b) {}
};
////////////////////////////////////////////////
@@ -85,7 +150,7 @@ struct FlxAnimStoredStep {
//
////////////////////////////////////////////////
struct FlxAnimField {
struct FlxAnimationField {
std::string_view Name;
bool Persistent;
ElxAnimValueType Type;
@@ -119,7 +184,7 @@ public:
// Read one animation step.
//
FlxAnimStep ReadStep();
FlxAnimationStepView ReadStep();
// Convert an AnimQueue to an FString.
//
@@ -131,22 +196,20 @@ public:
// An Animation Step Decoder.
//
// This acts a lot like a stream reader,
// it reads one FlxAnimField at a time from
// it reads one FlxAnimationField at a time from
// the animation queue until you reach
// 'end-of-file'.
//
////////////////////////////////////////////////
class FlxAnimStepDecoder {
class FlxAnimationStepDecoder {
private:
FlxStringDecoder Decoder;
static bool ClearProperties(const FString& prefix, UObject* obj);
static bool SetProperty(const FString& name, UObject *obj, const FlxAnimField& value);
public:
// Initialize the FlxAnimStepDecoder from the FlxAnimStep.
// Initialize the FlxAnimationStepDecoder from the FlxAnimationStepView.
//
FlxAnimStepDecoder(std::string_view body) : Decoder(body) {}
FlxAnimationStepDecoder(std::string_view body) : Decoder(body) {}
// Return true if the parser has reached the end of the string.
//
@@ -154,37 +217,11 @@ public:
// Read one field.
//
FlxAnimField ReadField();
FlxAnimationField ReadField();
// Convert an AnimStep to an FString.
//
static FString DebugString(std::string_view body);
// 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.
//
static bool UnpackInto(std::string_view body, const FString &prefix, bool preclear, UObject* obj);
static FString DebugString(uint64 hash, std::string_view body);
};
////////////////////////////////////////////////
@@ -205,7 +242,7 @@ public:
// store the hashes, not the steps. The First element
// of the queue is the oldest item.
//
TDeque<FlxAnimStoredStep> AQ;
TDeque<FlxAnimationStep> AQ;
// The sequence number of the first item in AQ.
//
@@ -221,7 +258,7 @@ public:
// Indicates whether the unstarted animation should be played or otherwise.
//
ElxAnimPlaybackMode PlaybackMode;
ElxAnimationMode PlaybackMode;
// Array of recently-aborted hash values.
//
@@ -254,7 +291,7 @@ public:
// playback mode. If the playback mode is INVALID then there is
// no next step to play
//
ElxAnimPlaybackMode GetNextStep(FlxAnimStoredStep& step);
ElxAnimationMode GetNextStep(FlxAnimationStep& step);
// Declare that an animation has been started.
//