Files
integration/Source/Integration/AnimQueue.h

209 lines
4.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "StringDecoder.h"
#include "Containers/Deque.h"
////////////////////////////////////////////////
//
// This is copied over from Luprex source. Not ideal.
//
////////////////////////////////////////////////
enum EAnimValueType {
T_STRING,
T_NUMBER,
T_BOOLEAN,
T_XYZ,
T_UNINITIALIZED
};
////////////////////////////////////////////////
//
// An single animation step.
//
// The body consists of a sequence of FAnimField
// records. The body is encoded, to read the
// FAnimField records you need an FAnimStepDecoder.
// This comes in two versions: the string version,
// and the string_view version.
//
////////////////////////////////////////////////
struct FAnimStep {
uint32 Hash;
std::string_view Body;
FAnimStep() : Hash(0), Body("") {}
FAnimStep(uint32 h, std::string_view b) : Hash(h), Body(b) {}
};
struct FAnimStoredStep {
uint64 Hash;
std::string Body;
FAnimStoredStep() : Hash(0), Body("") {}
FAnimStoredStep(uint32 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 FAnimField {
std::string_view Name;
bool Persistent;
EAnimValueType 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 FAnimQueueDecoder {
private:
FStringDecoder Decoder;
public:
// Initialize the FAnimQueueDecoder with the encoded animation queue.
//
FAnimQueueDecoder(std::string_view s) : Decoder(s) {}
// Return true if the parser has reached the end of the string.
//
bool AtEOF() { return Decoder.at_eof(); }
// Read one animation step.
//
FAnimStep ReadStep();
// 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 FAnimField at a time from
// the animation queue until you reach
// 'end-of-file'.
//
////////////////////////////////////////////////
class FAnimStepDecoder {
private:
FStringDecoder Decoder;
public:
// Initialize the FAnimStepDecoder from the FAnimStep.
//
FAnimStepDecoder(const FAnimStep &step) : Decoder(step.Body) {}
FAnimStepDecoder(const FAnimStoredStep& step) : Decoder(step.Body) {}
// Return true if the parser has reached the end of the string.
//
bool AtEOF() { return Decoder.at_eof(); }
// Read one field.
//
FAnimField ReadField();
// Convert an AnimStep to an FString.
//
static FString DebugString(const FAnimStep &step);
};
////////////////////////////////////////////////
//
// FAnimTracker
//
// 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 FAnimTracker {
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<FAnimStoredStep> AQ;
// The sequence number of the first item in AQ.
//
int32 FirstSeqno;
// Map from hash to sequence number.
//
TMap<uint64, int32> HashToSeqno;
// The sequence number of the first unstarted animation.
//
int32 UnstartedSeqno;
// Array of recently-aborted hash values.
TArray<uint64> AbortedHashes;
public:
// Construct a tracker.
//
// Initially, the tracker is in the empty (Clear) state.
//
FAnimTracker();
// 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);
// Fetch the aborted hash values.
//
// This gets the array of aborted hashes and clears
// the stored array.
//
TArray<uint64> GetAborted();
// Return true if there are any unstarted animation steps.
//
bool AnyUnstarted();
// Get the next unstarted animation step.
//
// You may only call this if AnyUnstarted returns true.
//
FAnimStoredStep GetUnstarted();
// Declare that an animation has been started.
//
// After starting an animation, you should call this.
//
void Started(uint64 Hash);
};