331 lines
10 KiB
C++
331 lines
10 KiB
C++
///////////////////////////////////////////////////////////////////
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//
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// ANIMATION QUEUES
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//
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// An animation queue is a fifo queue of animation steps. New animations are
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// pushed on the back, and old ones are popped from the front.
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//
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// An animation step is a set of key-value pairs, where each key is an
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// identifier, and each value is either a number, a boolean, an XYZ coordinate,
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// or a string. A key-value pair can be either persistent or nonpersistent.
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// So a typical animation step might be:
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//
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// action=walk [nonpersistent]
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// xyz=3,4,5 [persistent]
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// facing=320 [persistent]
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// plane=earth [persistent]
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//
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// Persistent values are retained from one animation step to the next,
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// nonpersistent values exist for one animation step only.
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//
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// Each animation step has a hash value. The hash value is generated
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// by mixing the hash value of the previous step with the hash value
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// of the encoded string of key-value pairs.
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//
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///////////////////////////////////////////////////////////////////
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//
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// SERIALIZED STORAGE
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//
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// The entired animation queue is stored in a serialized format,
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// as a shared string. This means that the animation queue can be
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// passed to the graphics engine as a single string. This can be
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// accomplished by the function EngineWrapper.get_animation_queues.
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//
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// The fact that the queue is stored in a serialized format means
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// that when manipulating the animation queue, we have to decode it,
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// manipulate it, and then reencode it.
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//
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// From an efficiency perspective, this means that manipulation is
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// slower, but passing the strings to the graphics engine is faster
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// and simpler. This is a good tradeoff: we manipulate animation
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// queues rarely, compared to how often we pass them to the graphics
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// engine.
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//
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///////////////////////////////////////////////////////////////////
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//
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// THE SERIALIZED REPRESENTATION
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//
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// So first, you need to know how to serialize a single animation
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// step. Remember, an animation step consists of a list of key-value
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// pairs (see above). The key-value pairs are serialized as follows:
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//
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// for all key-value pairs do:
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// write_string(key)
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// write_bool(persistent)
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// write_uint8(type) // T_STRING, T_NUMBER, T_BOOL, or T_XYZ
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// switch type:
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// T_STRING: write_string(value)
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// T_NUMBER: write_double(value)
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// T_BOOL: write_bool(value)
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// T_XYZ: write_xyz(value)
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//
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// The encoded string produced by the loop above is called an "encstep".
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// That's short for "encoded animation step". The encstep has a hash
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// value, which is a function that accepts the encstep and also the hash
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// of the previous encstep. Note that the hash is not part of the encstep.
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//
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// An animation queue consists of a list of steps. Each step has a hash
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// and an encstep. An animation queue is serialized as follows:
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//
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// for all animation steps, starting with the most recent, do:
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// write_uint64(hash)
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// write_string(encstep)
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//
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// The encoded string produced by the loop above is called an "encqueue",
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// because it encodes everything in the animation queue (except for the
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// size limit, which is separate).
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//
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// Since the steps in an encqueue are stored most-recent first, if you
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// want some information about the most recent animation entry, you
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// don't need to decode the entire encqueue. You only need to
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// decode the first step.
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//
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///////////////////////////////////////////////////////////////////
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#ifndef ANIMQUEUE_HPP
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#define ANIMQUEUE_HPP
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#include "wrap-set.hpp"
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#include "wrap-string.hpp"
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#include "wrap-deque.hpp"
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#include "wrap-unordered-map.hpp"
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#include "luastack.hpp"
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#include "streambuffer.hpp"
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#include "debugcollector.hpp"
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#include "util.hpp"
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#include <cassert>
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#include <ostream>
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enum AnimValueType {
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T_STRING,
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T_NUMBER,
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T_BOOLEAN,
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T_XYZ,
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T_UNINITIALIZED
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};
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struct AnimValue {
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AnimValue() : persistent(false), type(T_UNINITIALIZED) {}
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bool persistent;
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AnimValueType type;
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eng::string str;
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util::DXYZ xyz;
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// These set the type, str, and xyz fields in a consistent way.
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void set_boolean(bool b);
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void set_number(double n);
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void set_xyz(const util::DXYZ &xyz);
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void set_string(std::string_view s);
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// The get the type, str, and xyz fields in a consistent way.
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bool get_boolean() const;
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double get_number() const;
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const util::DXYZ &get_xyz() const;
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std::string_view get_string() const;
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// Copy the value from another animvalue. Don't copy the persistent flag.
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void copy_value(const AnimValue &other);
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};
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class AnimState
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{
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private:
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using Map = eng::map<eng::string, AnimValue>;
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Map map_;
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// Set the default value, internal
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//
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eng::string add_default(const eng::string &name, const AnimValue &v, const AnimState *other);
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public:
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// Clear everything
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//
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void clear() { map_.clear(); }
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// Set the persistent flag on a single variable.
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// If the variable isn't present, add it.
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//
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void set_persistent(const eng::string &name);
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// Return if it contains a value for the specified name.
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//
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bool contains(const eng::string &name) { return map_.find(name) != map_.end(); }
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// Get the value of a specific variable.
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// If the variable isn't present, return a default value.
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//
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bool get_boolean(const eng::string &name);
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double get_number(const eng::string &name);
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util::DXYZ get_xyz(const eng::string &name);
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std::string_view get_string(const eng::string &name);
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// Set a single variable to a value of a specified type.
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// If the variable isn't present, add it.
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//
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void set_boolean(const eng::string &name, bool v);
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void set_number(const eng::string &name, double v);
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void set_xyz(const eng::string &name, const util::DXYZ &value);
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void set_string(const eng::string &name, std::string_view value);
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// Print a debug string into the stringstream.
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//
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void print_debug_string(eng::ostringstream &oss);
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// Return the debug string.
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eng::string debug_string();
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// Constructs an empty state.
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//
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AnimState() {}
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// Convert to an encoded string.
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//
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eng::string encode() const;
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// Decode an encoded string.
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//
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void decode(std::string_view enc);
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// Decode an encoded string, discarding non-persistent data.
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//
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void decode_persistent(std::string_view enc);
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// Add default values for all builtin persistent variables.
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//
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// For each builtin default (plane, xyz, facing, bp, model)
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//
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// - Will generate an error if a value is already present,
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// but the present value is of the wrong type.
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//
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// - If 'other' is not nullptr, then we look in 'other' for a default
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// value. If a valid value of the correct type is present, it is
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// used as the default value.
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//
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// - If no default value can be found in 'other', then a hardwired
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// default value is provided.
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//
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eng::string add_defaults(const AnimState *other);
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// Apply a configuration from a lua table.
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//
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// If a key already exists in the state, then type type from the table
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// must match the type from the existing state.
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//
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eng::string apply_lua(LuaCoreStack &LS0, LuaSlot tab, bool setpersist);
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// Convert an animstate to a lua table.
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//
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// You can either convert the persistent key-value pairs, or the
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// nonpersistent. So you'll need two lua tables to store both.
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//
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void to_lua(LuaCoreStack &LS, LuaSlot tab, bool persistent);
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// Parse a string, for unit testing.
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//
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void parse(std::string_view s);
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void clear_and_parse(std::string_view s);
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// Constructor from an encoded string.
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//
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AnimState(std::string_view s) { decode(s); }
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};
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struct AnimCoreState
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{
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util::DXYZ xyz;
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eng::string plane;
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void decode(std::string_view enc);
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};
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class AnimQueue : public eng::nevernew {
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public:
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// Construct an empty animation queue.
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// clears the state to a valid state.
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//
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AnimQueue();
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// Size limit.
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//
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int32_t size_limit() const { return size_limit_; }
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// Clear and set the initial state.
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//
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void clear();
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void clear(const AnimState &initial);
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// Set the size limit. Must be 2-250
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//
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void set_limit(int n);
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// Add an animation step.
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//
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// Note: add does not automatically compose the step with the previous
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// step, you have to do that yourself.
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//
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void add(const AnimState &state);
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// Serialize or deserialize to a StreamBuffer
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//
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void serialize(StreamBuffer *sb) const;
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void deserialize(StreamBuffer *sb);
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// Difference transmission
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//
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bool diff(const AnimQueue &auth, StreamBuffer *sb) const;
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void patch(StreamBuffer *sb, DebugCollector *dbc);
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// Check for exactly equal. This does the full check of all
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// fields, it is used exclusively for debugging.
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//
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bool exactly_equal(const AnimQueue &aq) const;
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// Check for exactly equal (fast). Compares the size, limit,
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// and hash of the last entry. If these are equal, then the whole
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// thing should be equal.
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//
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bool exactly_equal_fast(const AnimQueue &aq) const;
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// Debug strings.
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//
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void print_debug_string(eng::ostringstream &oss, bool full) const;
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eng::string steps_debug_string() const;
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eng::string full_debug_string() const;
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// Get the final entry, xyz and plane only.
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//
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AnimCoreState get_final_core_state() const;
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// Get the final entry, all persistent variables.
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//
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AnimState get_final_persistent() const;
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// Get the final entry, everything persistent and non-persistent.
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//
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AnimState get_final_everything() const;
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// Get a serialized representation of the animation queue.
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//
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// Get the entire animation queue in a serialized format (encqueue).
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// The string returned is a shared string. No string copy
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// is made during this process.
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//
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util::SharedStdString get_encoded_queue() const { return encqueue_; }
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private:
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int size_limit_;
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// Note: this is stored as a std::string, not an eng::string, because the
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// ownership ends up being shared between us and the graphics engine. We
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// can't have the graphics engine affecting the behavior of the engine heap.
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//
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util::SharedStdString encqueue_;
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};
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#endif // ANIMQUEUE_HPP
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