More refactoring on Animation Queue Changed

This commit is contained in:
2024-09-30 13:59:17 -04:00
parent 1f1f383da0
commit c1f5813f1d
7 changed files with 92 additions and 64 deletions

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@@ -1,5 +1,6 @@
#include "AnimQueue.h"
#include "UtilityLibrary.h"
FlxAnimationStep::FlxAnimationStep(uint64 hash, std::string_view body) {
Finished = false;
@@ -9,16 +10,14 @@ FlxAnimationStep::FlxAnimationStep(uint64 hash, std::string_view body) {
Blueprint = UlxAnimationStepLibrary::AnimationStepGetString(*this, "bp");
}
static bool ClearProperties(const FString& prefix, UObject* obj) {
static void ClearProperties(const FString& prefix, UObject* obj, FProperty *except) {
UClass* uclass = obj->GetClass();
if (prefix.IsEmpty()) {
return false;
}
FName prefixlo(prefix);
FName prefixhi(prefix + TEXT("\xFFFF"));
for (TFieldIterator<FProperty> It(uclass); It; ++It)
{
FProperty* fprop = *It;
if (fprop == except) continue;
bool match1 = (fprop->GetFName().Compare(prefixlo) > 0);
bool match2 = (fprop->GetFName().Compare(prefixhi) < 0);
if (match1 && match2) {
@@ -26,7 +25,6 @@ static bool ClearProperties(const FString& prefix, UObject* obj) {
fprop->ClearValue(pptr);
}
}
return true;
}
#pragma optimize("", off)
@@ -70,25 +68,66 @@ static bool SetProperty(const FString& prefix, UObject* obj, const FlxAnimationF
}
#pragma optimize("", off)
bool FlxAnimationStep::Unpack(const FString& prefix, UObject* into) const {
UClass* uclass = into->GetClass();
std::string_view body((const char*)(Body.GetData()), Body.Num());
static FStructProperty *FindAnimationStepProperty(UClass *uclass, const FString &prefix) {
FName nname(prefix + TEXT("Animation Step"));
FStructProperty* fprop = FindFProperty<FStructProperty>(uclass, nname);
if (fprop == nullptr) return nullptr;
if (fprop->Struct != TBaseStructure<FlxAnimationStep>::Get()) return nullptr;
return fprop;
}
#pragma optimize("", off)
void UlxAnimationStepLibrary::UnpackAnimationStep(bool &bChanged, FString &Action, const FlxAnimationStep& step, UObject* target, const FString& prefix) {
bChanged = false;
Action = TEXT("");
if (prefix.IsEmpty()) {
UlxUtilityLibrary::Assert(false, TEXT("You may not pass an empty string for prefix"));
return;
}
UClass* uclass = target->GetClass();
std::string_view body((const char*)(step.Body.GetData()), step.Body.Num());
FlxAnimationStepDecoder decoder(body);
bool ok = ClearProperties(prefix, into);
FStructProperty* stepproperty = FindAnimationStepProperty(uclass, prefix);
if (stepproperty == nullptr) {
UE_LOG(LogBlueprint, Error, TEXT("Target object: %s Prefix: %s"), *(target->GetName()), *prefix);
UlxUtilityLibrary::Assert(false, TEXT("Target object does not have an variable named '<prefix> Animation Step'"));
return;
}
FlxAnimationStep* stepstorage = stepproperty->ContainerPtrToValuePtr<FlxAnimationStep>(target);
uint64 oldhash = stepstorage->Hash;
FlxAnimationField actionfield;
actionfield.Name = "action";
actionfield.Persistent = false;
actionfield.Type = SimpleDynamicTag::STRING;
actionfield.S = "unknown";
// Decode everything. If an action field is found, save it for later.
ClearProperties(prefix, target, stepproperty);
while (!decoder.AtEOF()) {
FlxAnimationField field = decoder.ReadField();
if (Finished && !field.Persistent) continue;
ok &= SetProperty(prefix, into, field);
if ((field.Type == SimpleDynamicTag::STRING) && (field.Name == "action")) {
actionfield.S = field.S;
continue;
}
if (Finished) {
FlxAnimationField field;
field.Name = "action";
field.Persistent = false;
field.Type = SimpleDynamicTag::STRING;
field.S = "idle";
ok &= SetProperty(prefix, into, field);
if (step.Finished && !field.Persistent) continue;
SetProperty(prefix, target, field);
}
return ok;
// Store the action field.
if (step.Finished) actionfield.S = "idle";
SetProperty(prefix, target, actionfield);
// Store the whole step.
*stepstorage = step;
// Return the correct values.
Action = FString(actionfield.S.size(), (const UTF8CHAR*)actionfield.S.data());
bChanged = (step.Hash != oldhash);
}
FString UlxAnimationStepLibrary::AnimationStepDebugString(const FlxAnimationStep& step) {
@@ -96,10 +135,6 @@ FString UlxAnimationStepLibrary::AnimationStepDebugString(const FlxAnimationStep
return FlxAnimationStepDecoder::DebugString(step.Finished, step.Finished, step.Hash, body);
}
void UlxAnimationStepLibrary::UnpackAnimationStep(UObject* into, const FlxAnimationStep& step, const FString& prefix) {
step.Unpack(prefix, into);
}
static FlxAnimationField FindAnimationFieldLL(const FlxAnimationStep& step, std::string_view name) {
std::string_view body((const char*)(step.Body.GetData()), step.Body.Num());
FlxAnimationStepDecoder decoder(body);

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@@ -36,34 +36,6 @@ public:
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."
//
// 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.
//
// All properties of the UObject starting with the specified
// prefix are cleared before unpacking the animation step.
//
// 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.
//
// Automatically injects a boolean property "idle" representing
// whether the property's finished flag is set.
//
bool Unpack(const FString& prefix, UObject* into) const;
// Auto-Execute
//
// These functions automatically update certain actor
@@ -95,8 +67,29 @@ public:
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static FString AnimationStepDebugString(const FlxAnimationStep& step);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "into"), Category = "Luprex|Animation Step")
static void UnpackAnimationStep(UObject* into, const FlxAnimationStep& step, const FString& VariableNamePrefix = TEXT("aq"));
// Stores the key-value pairs in properties of the target object.
//
// The animation step contains key-value pairs. The goal of this function
// is to store these in properties of the target. The prefix parameter
// is prepended to the property names.
//
// For example, suppose the key-value pairs are "color=blue, speed=20",
// and suppose the prefix is "aq". In that case, two properties would
// be written: "aq Color" would be set to "blue", and "aq Speed" would be
// set to 20. In addition, a property "aq Animation Step" would
// be written, containing the entire animation step.
//
// If the step contains a key-value pair, but there is no corresponding
// property in the target, then the key-value pair is silently
// ignored. If the target contains properties that begin with the prefix,
// but which don't have any corresponding key-value pair, those properties
// are cleared.
//
// Returns 'Changed' if the hash-value of the "aq Animation Step" property
// has changed. Returns 'Action' string from the action=xxx property.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Step")
static void UnpackAnimationStep(bool &bChanged, FString &Action, const FlxAnimationStep& step, UObject* target, const FString& VariableNamePrefix = TEXT("aq"));
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static bool AnimationStepEqual(const FlxAnimationStep &StepA, const FlxAnimationStep &StepB);

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@@ -22,10 +22,7 @@ void UlxUtilityLibrary::CallFunctionByName(UObject *object, const FString &namep
FBlueprintCoreDelegates::ThrowScriptException(FFrame::GetThreadLocalTopStackFrame()->Object, *FFrame::GetThreadLocalTopStackFrame(), ExceptionInfo);
return;
}
// UFunction* function = object->FindFunction(FName(*fullname));
UClass *uclass = object->GetClass();
UFunction* function = uclass->FindFunctionByName(FName(*fullname));
UFunction* function = object->FindFunction(FName(*fullname));
if (function == nullptr) {
function = object->FindFunction(FName(*fallback));
if (function == nullptr) {