#pragma once #include "CoreMinimal.h" #include "StringDecoder.h" #include "Containers/Deque.h" #include "AnimQueue.generated.h" //////////////////////////////////////////////// // // An single animation step. // // The body consists of a sequence of FlxAnimationField // records. The body is encoded, to read the // FlxAnimationField records you need an // FlxAnimationStepDecoder. // //////////////////////////////////////////////// USTRUCT(Blueprintable) struct INTEGRATION_API FlxAnimationStep { GENERATED_BODY() public: UPROPERTY() bool Finished; UPROPERTY() uint64 Hash; UPROPERTY() TArray Body; UPROPERTY() FString Blueprint; 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 // properties: // // 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. // //////////////////////////////////////////////// UCLASS() class INTEGRATION_API UlxAnimationStepLibrary : public UObject { GENERATED_BODY() public: UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex) static FString AnimationStepDebugString(const FlxAnimationStep& step); UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "into"), Category = Luprex) static void UnpackAnimationStep(UObject* into, const FlxAnimationStep& step, const FString& VariableNamePrefix = TEXT("aq")); UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") static bool AnimationStepEqual(const FlxAnimationStep &StepA, const FlxAnimationStep &StepB); UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") static bool AnimationStepIsIdle(const FlxAnimationStep &step); UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name); UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") static double AnimationStepGetFloat(const FlxAnimationStep& step, const FString& name); UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") static FString AnimationStepGetString(const FlxAnimationStep& step, const FString& name); UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") static bool AnimationStepGetBool(const FlxAnimationStep& step, const FString& name); }; //////////////////////////////////////////////// // // //////////////////////////////////////////////// struct FlxAnimationStepView { uint64 Hash; std::string_view Body; FlxAnimationStepView() : Hash(0), Body("") {} FlxAnimationStepView(uint64 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. // // 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. // //////////////////////////////////////////////// struct FlxAnimationField { std::string_view Name; bool Persistent; SimpleDynamicTag Type; double X, Y, Z; std::string_view S; }; //////////////////////////////////////////////// // // An Animation Queue Decoder. // // 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'. // //////////////////////////////////////////////// class FlxAnimQueueDecoder { private: FlxStreamBuffer Decoder; // These values are immediately read from the header. // int SizeLimit; int ActualSize; public: // Initialize the FlxAnimQueueDecoder with the 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. // int GetActualSize() const { return ActualSize; } // Return true if the parser has reached the end of the string. // bool AtEOF() { return Decoder.empty(); } // Read one animation step. // FlxAnimationStepView ReadStep(); // Peek at the hash of the next animation step. // uint64 PeekHash(); // Convert an AnimQueue to an FString. // static FString DebugString(std::string_view s); }; //////////////////////////////////////////////// // // An Animation Step Decoder. // // 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'. // //////////////////////////////////////////////// class FlxAnimationStepDecoder { private: FlxStreamBuffer Decoder; public: // Initialize the FlxAnimationStepDecoder from the FlxAnimationStepView. // FlxAnimationStepDecoder(std::string_view body) : Decoder(body) {} // Return true if the parser has reached the end of the string. // bool AtEOF() { return Decoder.empty(); } // Read one field. // FlxAnimationField ReadField(); // Convert an AnimStep to an FString. // static FString DebugString(bool injectidle, bool persistentonly, uint64 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. // //////////////////////////////////////////////// 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. // TDeque AQ; // True if something has recently changed. // bool Changed; private: public: // Construct a tracker. // // Initially, the tracker is in the empty (Clear) state. // FlxAnimTracker(); // Clear everything, reset to the 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. // void Update(std::string_view encqueue); // Get the current animation step. // // Get the current animation step. This is the step that the // blueprint should currently be playing. // FlxAnimationStep GetCurrentAnimation(); // Declare that an animation is finished. // // 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(uint64 Hash); // Skip to the end of the animation queue. // // This is equivalent to calling 'FinishedHash' on every // animation in the entire queue. // void SkipToEnd(); // Clear the 'Changed' flag. // void ClearChanged() { Changed = false; } // 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. // bool IsChanged() const { return Changed; } };