Implement FlxStreamBuffer and beginnings of ConsoleCommands in unreal
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@@ -5,20 +5,6 @@
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#include "Containers/Deque.h"
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#include "AnimQueue.generated.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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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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// An single animation step.
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@@ -161,7 +147,7 @@ struct FlxAnimationStepView {
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struct FlxAnimationField {
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std::string_view Name;
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bool Persistent;
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ElxAnimValueType Type;
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SimpleDynamicTag 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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@@ -179,7 +165,7 @@ struct FlxAnimationField {
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class FlxAnimQueueDecoder {
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private:
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FlxStringDecoder Decoder;
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FlxStreamBuffer Decoder;
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// These values are immediately read from the header.
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//
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@@ -201,7 +187,7 @@ public:
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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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bool AtEOF() { return Decoder.empty(); }
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// Read one animation step.
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//
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@@ -229,7 +215,7 @@ public:
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class FlxAnimationStepDecoder {
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private:
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FlxStringDecoder Decoder;
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FlxStreamBuffer Decoder;
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public:
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// Initialize the FlxAnimationStepDecoder from the FlxAnimationStepView.
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@@ -238,7 +224,7 @@ public:
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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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bool AtEOF() { return Decoder.empty(); }
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// Read one field.
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//
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