Files
integration/Source/Integration/AnimQueue.h

316 lines
8.7 KiB
C++

#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<uint8> 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<FlxAnimationStep> 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; }
};