Overhaul of tangible/blueprint animation interface
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@@ -19,32 +19,6 @@ enum class ElxAnimValueType {
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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
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// jump instantaneously instead.
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//
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////////////////////////////////////////////////
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UENUM(BlueprintType)
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enum class ElxAnimationMode : uint8 {
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StartAnimation,
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WarpToFinal,
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BlendToFinal,
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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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@@ -61,13 +35,19 @@ struct INTEGRATION_API FlxAnimationStep {
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GENERATED_BODY()
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public:
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UPROPERTY()
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bool Finished;
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UPROPERTY()
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uint64 Hash;
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UPROPERTY()
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TArray<uint8> Body;
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FlxAnimationStep() : Hash(0), Body() {}
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UPROPERTY()
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FString Blueprint;
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FlxAnimationStep() : Finished(false), Hash(0), Body(), Blueprint() {}
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FlxAnimationStep(uint64 h, std::string_view b);
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// Unpack an AnimStep into a UObject
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@@ -114,10 +94,12 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
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static FString AnimationStepDebugString(const FlxAnimationStep& step);
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UFUNCTION(BlueprintCallable, Category = Luprex)
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static void UnpackAnimationStep(const FlxAnimationStep& step,
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const FString& VariableNamePrefix, UObject* into);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "into"), Category = Luprex)
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static void UnpackAnimationStep(UObject* into, const FlxAnimationStep& step, const FString& VariableNamePrefix);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
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static bool AnimationStepIsIdle(const FlxAnimationStep &step);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
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static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name);
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@@ -180,11 +162,24 @@ struct FlxAnimationField {
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class FlxAnimQueueDecoder {
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private:
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FlxStringDecoder Decoder;
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// These values are immediately read from the header.
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//
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int SizeLimit;
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int ActualSize;
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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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FlxAnimQueueDecoder(std::string_view s);
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// Get the size limit of the animation queue.
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//
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int GetSizeLimit() const { return SizeLimit; }
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// Get the Actual Size of the animation queue.
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//
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int GetActualSize() const { return ActualSize; }
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// Return true if the parser has reached the end of the string.
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//
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@@ -194,6 +189,10 @@ public:
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//
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FlxAnimationStepView ReadStep();
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// Peek at the hash of the next animation step.
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//
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uint64 PeekHash();
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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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@@ -252,26 +251,11 @@ public:
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//
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TDeque<FlxAnimationStep> AQ;
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// The sequence number of the first item in AQ.
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// True if something has recently changed.
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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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ElxAnimationMode 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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bool Changed;
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private:
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public:
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// Construct a tracker.
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//
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@@ -290,24 +274,39 @@ public:
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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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// Get the current animation step.
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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 current animation step. This is the step that the
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// blueprint should currently be playing.
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//
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FlxAnimationStep GetCurrentAnimation();
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// Get the next unstarted animation step.
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// Declare that an animation is finished.
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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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ElxAnimationMode GetNextStep(FlxAnimationStep& step);
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// The blueprint uses this function call to indicate that it
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// is done playing the specified animation. This will cause the
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// animation to be marked as finished, which in turn causes
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// 'GetCurrentStep' to advance to the next animation.
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//
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void FinishedAnimation(uint64 Hash);
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// Declare that an animation has been started.
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// Skip to the end of the animation queue.
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//
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// This is equivalent to calling 'FinishedHash' on every
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// animation in the entire queue.
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//
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// After starting an animation, you should call this.
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void SkipToEnd();
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// Clear the 'Changed' flag.
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//
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void StartedStep(uint64 Hash);
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void ClearChanged() { Changed = false; }
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// Get the 'Changed' flag.
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//
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// The changed flag is set to true whenever the Luprex animation
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// queue changes from its previous state. The changed flag is also
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// set to true whenever 'SetFinished' marks an animation as finished.
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// The changed flag can only be set to false by 'ClearChanged,' above.
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//
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bool IsChanged() const { return Changed; }
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};
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