Start the process of standardizing the formatting of documentation inside our header files.

This commit is contained in:
2026-02-14 02:14:19 -05:00
parent dd159b064d
commit d046ef8161
11 changed files with 567 additions and 399 deletions

View File

@@ -8,17 +8,17 @@
#include "AnimQueue.generated.h"
////////////////////////////////////////////////
////////////////////////////////////////////////////////////
//
// An single animation step.
//
// This struct contains an entire animation step. The
// key-value pairs are stored in an encoded form, which is not
// directly accessible to blueprints. To read these key-value
// pairs, blueprints will need to use UnpackAnimationStep or
// AnimationStepGetXXX.
// FlxAnimationStep
//
////////////////////////////////////////////////
// A single animation step. The key-value pairs
// are stored in an encoded form, which is not
// directly accessible to blueprints. To read
// them, use UnpackAnimationStep or the
// AnimationStepGetXXX functions.
//
////////////////////////////////////////////////////////////
USTRUCT(BlueprintType)
struct INTEGRATION_API FlxAnimationStep {
@@ -28,14 +28,16 @@ public:
UPROPERTY()
bool Finished;
// The hash of the animation step, a 63-bit unique identifier.
// The hash of the animation step, a 63-bit
// unique identifier.
//
UPROPERTY()
int64 Hash;
// The Body contains all the key-value pairs in an encoded form. To
// obtain these in a useful form, you will need to use
// UnpackAnimationStep or AnimationStepGetXXX.
// The Body contains all the key-value pairs
// in an encoded form. To obtain these in a
// useful form, use UnpackAnimationStep or the
// AnimationStepGetXXX functions.
//
UPROPERTY()
TArray<uint8> Body;
@@ -48,25 +50,26 @@ public:
// Auto-Execute
//
// These functions automatically update certain actor
// properties:
// These functions automatically update certain
// actor properties:
//
// AutoUpdateXYZ - uses 'xyz' keyword
// AutoUpdateFacing - uses 'facing' keyword
// AutoUpdatePlane - uses 'plane' keyword
//
// AutoUpdateXYZ(AActor *actor); // uses 'xyz' keyword
// AutoUpdateFacing(AActor *actor); // uses 'facing' keyword.
// AutoUpdatePlane(FName *plane); // uses 'plane' keyword
//
void AutoUpdateXYZ(AActor *actor) const;
void AutoUpdateFacing(AActor *actor) const;
void AutoUpdatePlane(FName *plane) const;
};
////////////////////////////////////////////////
////////////////////////////////////////////////////////////
//
// This UClass is never instantiated. It exists to
// expose certain static functions to the blueprint
// library.
// UlxAnimationStepLibrary
//
////////////////////////////////////////////////
// Blueprint function library for reading and
// applying animation steps.
//
////////////////////////////////////////////////////////////
UCLASS()
class INTEGRATION_API UlxAnimationStepLibrary : public UBlueprintFunctionLibrary
@@ -77,26 +80,23 @@ public:
UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
static FString AnimationStepDebugString(const FlxAnimationStep& step);
// Stores the key-value pairs in properties of the target object.
// 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.
// The prefix parameter is prepended to the property
// names. For example, if the pairs are "color=blue,
// speed=20" and the prefix is "aq", then "aq Color" is
// set to "blue" and "aq Speed" is set to 20. A
// property "aq Animation Step" is also written,
// containing the entire animation step.
//
// 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 a key has no corresponding property, it is
// silently ignored. If a property has no corresponding
// key, it is cleared.
//
// 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.
// Returns bChanged=true if the hash of the "aq
// Animation Step" property has changed. Returns the
// Action string from action=xxx.
//
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"));
@@ -106,7 +106,7 @@ public:
UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
static bool AnimationStepIsIdle(const FlxAnimationStep &step);
UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name);
@@ -125,27 +125,34 @@ public:
UFUNCTION(BlueprintPure, meta = (BlueprintAutocast), Category = "Luprex|Animation Step")
static int64 AnimationStepID(const FlxAnimationStep& step) { return step.Hash; }
// Scan an animation step for key-value pairs of the form mat_XXXX={x,y,z}.
// For each match, create a dynamic material instance on the actor's mesh
// components and set the vector parameter XXXX. Materials are restored to
// their base (non-dynamic) state before applying, so parameters from
// previous calls do not persist.
// Scan an animation step for key-value pairs of the
// form mat_XXXX={x,y,z}. For each match, create a
// dynamic material instance on the actor's mesh
// components and set the vector parameter XXXX.
// Materials are restored to their base (non-dynamic)
// state before applying, so parameters from previous
// calls do not persist.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
static void AnimationStepApplyMaterials(const FlxAnimationStep& step, AActor* actor);
// Look for a mesh=name key-value pair in the animation step.
// If found, load the named mesh and apply it to the actor's
// mesh component. The actor must have exactly one mesh component.
// Look for a mesh=name key-value pair. If found, load
// the named mesh and apply it to the actor's mesh
// component. The actor must have exactly one mesh
// component.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
static void AnimationStepApplyMesh(const FlxAnimationStep& step, bool FallbackToBP, AActor* actor);
};
////////////////////////////////////////////////
////////////////////////////////////////////////////////////
//
//
////////////////////////////////////////////////
// FlxAnimationStepView
//
// A lightweight, non-owning view of an animation
// step (hash + body as a string_view).
//
////////////////////////////////////////////////////////////
struct FlxAnimationStepView {
int64 Hash;
@@ -155,19 +162,17 @@ struct FlxAnimationStepView {
FlxAnimationStepView(int64 h, std::string_view b) : Hash(h), Body(b) {}
};
////////////////////////////////////////////////
////////////////////////////////////////////////////////////
//
// A single animation field.
//
// A field consists of a variable name,
// a persistent flag, a type, and some fields
// to hold the values.
// FlxAnimationField
//
// If the value is boolean, it is stored in
// X, as either 1 or 0. If the value is double,
// it is stored in X.
//
////////////////////////////////////////////////
// A single field from an animation step: a variable name, a
// persistent flag, a type, and value storage.
//
// Boolean values are stored in X as 1 or 0. Double values
// are stored in X.
//
////////////////////////////////////////////////////////////
struct FlxAnimationField {
std::string_view Name;
@@ -177,48 +182,47 @@ struct FlxAnimationField {
std::string_view S;
};
////////////////////////////////////////////////
////////////////////////////////////////////////////////////
//
// An Animation Queue Decoder.
// FlxAnimQueueDecoder
//
// This acts a lot like a stream reader,
// it reads one AnimEntry at a time from
// the animation queue until you reach
// 'end-of-file'.
// Stream reader for animation queues. Reads one
// FlxAnimationStepView at a time until EOF.
//
////////////////////////////////////////////////
////////////////////////////////////////////////////////////
class FlxAnimQueueDecoder {
private:
FlxStreamBuffer Decoder;
// These values are immediately read from the header.
// Read from the header immediately on
// construction.
//
int SizeLimit;
int ActualSize;
public:
// Initialize the FlxAnimQueueDecoder with the encoded animation queue.
// Initialize with an encoded animation queue.
//
FlxAnimQueueDecoder(std::string_view s);
// Get the size limit of the animation queue.
//
//
int GetSizeLimit() const { return SizeLimit; }
// Get the Actual Size of the animation queue.
// Get the actual size of the animation queue.
//
int GetActualSize() const { return ActualSize; }
// Return true if the parser has reached the end of the string.
// Return true if the parser has reached EOF.
//
bool AtEOF() { return Decoder.empty(); }
// Read one animation step.
//
//
FlxAnimationStepView ReadStep();
// Peek at the hash of the next animation step.
// Peek at the hash of the next step.
//
int64 PeekHash();
@@ -227,115 +231,101 @@ public:
// static FString DebugString(std::string_view s);
};
////////////////////////////////////////////////
////////////////////////////////////////////////////////////
//
// An Animation Step Decoder.
// FlxAnimationStepDecoder
//
// This acts a lot like a stream reader,
// it reads one FlxAnimationField at a time from
// the animation queue until you reach
// 'end-of-file'.
// Stream reader for a single animation step. Reads one
// FlxAnimationField at a time until EOF.
//
////////////////////////////////////////////////
////////////////////////////////////////////////////////////
class FlxAnimationStepDecoder {
private:
FlxStreamBuffer Decoder;
public:
// Initialize the FlxAnimationStepDecoder from the FlxAnimationStepView.
//
// Initialize from an encoded step body.
//
FlxAnimationStepDecoder(std::string_view body) : Decoder(body) {}
// Return true if the parser has reached the end of the string.
// Return true if the parser has reached EOF.
//
bool AtEOF() { return Decoder.empty(); }
// Read one field.
//
//
FlxAnimationField ReadField();
// Convert an AnimStep to an FString.
// Convert an animation step to a debug string.
//
static FString DebugString(bool finished, int64 hash, std::string_view body);
};
////////////////////////////////////////////////
////////////////////////////////////////////////////////////
//
// FlxAnimTracker
//
// This class monitors the animation queue for a single
// tangible. It can identify when a new animation has
// appeared on the animation queue, and when animations have
// been removed from the animation queue. It also
// keeps track of which animations have been started.
//
////////////////////////////////////////////////
// Monitors the animation queue for a single tangible.
// Identifies when animations appear or are removed, and
// tracks which ones have been marked as finished.
//
////////////////////////////////////////////////////////////
class FlxAnimTracker {
public:
// Our own copy of the animation queue. We only
// store the hashes, not the steps. The First element
// of the queue is the oldest item.
// Our copy of the animation queue. The first element
// is the oldest item.
//
TArray<FlxAnimationStep> AQ;
// True if something has recently changed.
//
bool Changed;
public:
// Construct a tracker.
//
// Initially, the tracker is in the empty (Clear) state.
// Construct a tracker in the empty (Clear) state.
//
FlxAnimTracker();
// Clear everything, reset to the initial state.
// Clear everything, reset to initial state.
//
void Clear();
// Update from the specified animation queue.
//
// After the update is done, AQ will be a copy
// of the animation queue that is passed in.
// Update from the specified animation queue. After the
// update, AQ will be a copy of the queue that was
// passed in.
//
void Update(std::string_view encqueue);
// Get the current blueprint name, as a string.
// Get the current blueprint name.
//
FString GetCurrentBlueprintName();
// Get the current animation step.
// Get the current animation step. This is the step
// that the blueprint should currently be playing.
//
// Get the current animation step. This is the step that the
// blueprint should currently be playing.
//
FlxAnimationStep GetCurrentAnimation();
// Declare that an animation is finished.
// Declare that an animation is finished. The blueprint
// calls this to indicate that it is done playing the
// specified animation. This causes GetCurrentAnimation
// to advance to the next step.
//
// The blueprint uses this function call to indicate that it
// is done playing the specified animation. This will cause the
// animation to be marked as finished, which in turn causes
// 'GetCurrentStep' to advance to the next animation.
//
void FinishedAnimation(int64 Hash);
// Return true if an animation step is marked finished.
//
// Also return true if the animation step is not found.
// Also returns true if the step is not found.
//
bool IsFinished(int64 Hash);
// Skip to the end of the animation queue.
//
// This is equivalent to calling 'FinishedHash' on every
// animation in the entire queue.
// Skip to the end of the animation queue. Equivalent to
// calling FinishedAnimation on every animation in the
// queue.
//
void SkipToEnd();
// Get all the hashes of all the animation steps.
// Get the hashes of all animation steps.
//
TArray<int64> GetHashes();
@@ -347,24 +337,25 @@ public:
//
const FlxAnimationStep *LastFinished() const;
// Return the first animation with the specified hash.
// Return the first animation with the
// specified hash.
//
const FlxAnimationStep *FindAnimation(int64 hash) const;
// Clear the 'Changed' flag.
// Clear the Changed flag.
//
void ClearChanged() { Changed = false; }
// Get the 'Changed' flag.
// Get the Changed flag.
//
// The changed flag is set to true whenever the Luprex animation
// queue changes from its previous state. The changed flag is also
// set to true whenever 'SetFinished' marks an animation as finished.
// The changed flag can only be set to false by 'ClearChanged,' above.
// Set to true whenever the animation queue changes, or
// when FinishedAnimation marks a step. Only cleared by
// ClearChanged.
//
bool IsChanged() const { return Changed; }
// Return a debug string for the entire animation tracker.
// Return a debug string for the entire animation
// tracker.
//
FString DebugString() const;
};
};