Animation tool now lets you cycle through different sequence/transform 'forms' and shows you which one you're viewing.

This commit is contained in:
Zed A. Shaw 2026-02-04 15:10:07 -05:00
parent 07b2102f59
commit 4356b1535e
5 changed files with 170 additions and 56 deletions

View file

@ -157,6 +157,31 @@ namespace animate2 {
// scale_out.x, scale_out.y);
}
void Animate2::set_form(const std::string& as_form) {
dbc::check(forms.contains(as_form),
fmt::format("form {} does not exist in animation", as_form));
stop();
const auto& [seq_name, tr_name] = forms.at(as_form);
dbc::check(sequences.contains(seq_name),
fmt::format("sequences do NOT have \"{}\" name", seq_name));
dbc::check(transforms.contains(tr_name),
fmt::format("transforms do NOT have \"{}\" name", tr_name));
// everything good, do the update
form_name = as_form;
sequence_name = seq_name;
transform_name = tr_name;
sequence = sequences.at(seq_name);
transform = transforms.at(tr_name);
$frame_rects = calc_frames();
transform.easing_func = ease2::get_easing(transform.easing);
transform.motion_func = ease2::get_motion(transform.motion);
}
Animate2 load(const std::string &file, const std::string &anim_name) {
using nlohmann::json;
std::ifstream infile(file);
@ -165,10 +190,10 @@ namespace animate2 {
Animate2 anim;
animate2::from_json(data[anim_name], anim);
// BUG: json doesn't like may "fancy" no-constructor bullshit
anim.$frame_rects = anim.calc_frames();
anim.transform.easing_func = ease2::get_easing(anim.transform.easing);
anim.transform.motion_func = ease2::get_motion(anim.transform.motion);
dbc::check(anim.forms.contains("idle"),
fmt::format("animation {} must have 'idle' form", anim_name));
anim.set_form("idle");
return anim;
}

View file

@ -86,20 +86,32 @@ namespace animate2 {
return tr.looped;
}
using Form = std::pair<std::string, std::string>;
class Animate2 {
public:
Sheet sheet;
Sequence sequence;
Transform transform;
std::unordered_map<std::string, Sequence> sequences;
std::unordered_map<std::string, Transform> transforms;
std::unordered_map<std::string, Form> forms;
OnFrameHandler onFrame = nullptr;
Sequence sequence{};
Transform transform{};
std::vector<sf::IntRect> $frame_rects{calc_frames()};
OnLoopHandler onLoop = DefaultOnLoop;
bool playing = false;
// mostly for debugging purposes
std::string form_name="idle";
std::string sequence_name="";
std::string transform_name="";
std::vector<sf::IntRect> calc_frames();
void play();
void stop();
void set_form(const std::string& form);
void apply(sf::Sprite& sprite);
void update_frame();
void update();
@ -113,5 +125,5 @@ namespace animate2 {
ENROLL_COMPONENT(Sequence, frames, durations);
ENROLL_COMPONENT(Transform, min_x, min_y, max_x, max_y, simple,
flipped, ease_rate, scaled, toggled, looped, easing, motion);
ENROLL_COMPONENT(Animate2, sheet, sequence, transform);
ENROLL_COMPONENT(Animate2, sheet, sequences, transforms, forms);
}

View file

@ -5,11 +5,13 @@
"frame_width": 720,
"frame_height": 720
},
"sequence": {
"frames": [0, 1],
"durations": [240, 240]
"sequences": {
"normal": {"frames": [0, 1], "durations": [800, 240] },
"reversed": {"frames": [1, 0], "durations": [800, 200] },
"meth": {"frames": [0, 1], "durations": [33, 33] }
},
"transform": {
"transforms": {
"rushing": {
"min_x": 0.6,
"min_y": 0.6,
"max_x": 0.8,
@ -20,26 +22,15 @@
"scaled": true,
"toggled": false,
"looped": true,
"easing": "out_circle",
"motion": "scale_grow"
}
"easing": "in_out_back",
"motion": "move_rush"
},
"rat_king_meth": {
"sheet": {
"frames": 2,
"frame_width": 720,
"frame_height": 720
},
"sequence": {
"frames": [0, 1],
"durations": [133, 133]
},
"transform": {
"meth": {
"min_x": -20.0,
"min_y": -20.0,
"max_x": 20.0,
"max_y": 20.0,
"simple": false,
"simple": true,
"flipped": true,
"ease_rate": 5.0,
"scaled": true,
@ -47,6 +38,26 @@
"looped": true,
"easing": "normal_dist",
"motion": "move_shake"
},
"breathe": {
"min_x": 0.90,
"min_y": 0.90,
"max_x": 1.0,
"max_y": 1.0,
"simple": true,
"flipped": false,
"ease_rate": 3.5,
"scaled": true,
"toggled": false,
"looped": true,
"easing": "in_out_back",
"motion": "scale_squeeze"
}
},
"forms": {
"idle": ["normal", "breathe"],
"attack": ["normal", "rushing"],
"hurt": ["reversed", "meth"]
}
}
}

View file

@ -9,12 +9,12 @@
#include "animate2.hpp"
#include "tools/animator.hpp"
#include <unistd.h>
#include <ranges>
#include <vector>
/*
* TODO:
*
* - Easing functions from strings in json.
* - Map of animation forms.
* - Bring back shaders.
*/
@ -80,8 +80,17 @@ namespace animator {
$anim.play();
}
break;
case Event::PREV_FORM:
change_form(-1);
$ui.update_status($anim);
break;
case Event::NEXT_FORM:
change_form(1);
$ui.update_status($anim);
break;
case Event::RELOAD:
reload();
$ui.update_status($anim);
state(State::START);
break;
default:
@ -92,6 +101,26 @@ namespace animator {
void FSM::END(Event ev) {
}
void FSM::change_form(int direction) {
dbc::check($anim.forms.size() > 0, "you can't use an empty animation.forms idiot.");
$cur_form_i = std::clamp($cur_form_i + direction, 0, int($anim.forms.size()) - 1);
dbc::check($cur_form_i >= 0, "you fucked up, Zed");
// this is the dumbest shit ever
auto key_view = std::views::keys($anim.forms);
std::vector<std::string> keys(key_view.begin(), key_view.end());
dbc::check(size_t($cur_form_i) < keys.size(), "form index outside of form keys vector");
$cur_form = keys[$cur_form_i];
fmt::println("cur_form_i {}; cur_form: {}", $cur_form_i, $cur_form);
// set_form will stop the animation
$anim.set_form($cur_form);
$anim.play();
}
void FSM::run_animation() {
if($anim.playing) {
$anim.update();
@ -110,6 +139,7 @@ namespace animator {
void FSM::check_update() {
if($timer.getElapsedTime().toDuration() > 500ms) {
try {
auto mod_time = std::filesystem::last_write_time("assets/animate2.json");
if($last_mod_time < mod_time) {
@ -117,13 +147,21 @@ namespace animator {
}
$timer.restart();
} catch(const std::filesystem::filesystem_error& err) {
fmt::println("failed to open {}: {}", err.path1().string(), err.what());
$timer.restart();
}
}
}
void FSM::reload() {
$anim = animate2::load("assets/animate2.json", $anim_name);
$anim.play();
// BUG: this will throw the index off after reloads, oh well
$anim.set_form($cur_form);
$last_mod_time = std::filesystem::last_write_time("assets/animate2.json");
$anim.play();
}
void FSM::handle_keyboard_mouse() {
@ -137,6 +175,10 @@ namespace animator {
case KEY_PRESS:
if($router.scancode == KEY::Space) {
event(Event::PLAY_STOP);
} else if($router.scancode == KEY::Up) {
event(Event::PREV_FORM);
} else if($router.scancode == KEY::Down) {
event(Event::NEXT_FORM);
}
break;
case MOUSE_CLICK:
@ -155,7 +197,7 @@ namespace animator {
void FSM::render() {
$window.clear();
$ui.render($window, true);
$ui.render($window, false);
$window.display();
}
@ -177,13 +219,24 @@ namespace animator {
$ui.set<guecs::Sprite>(viewer, { sprite_name, 0, false});
$ui.init();
$overlay.position(0, 0, width/4, height/4);
$overlay.layout(
"[form]"
"[sequence]"
"[transform]"
"[error]");
$overlay.init();
}
void UI::render(sf::RenderWindow& window, bool debug) {
$ui.render(window);
$overlay.render(window);
if(debug) {
$ui.debug_layout(window);
$overlay.debug_layout(window);
}
}
@ -191,6 +244,12 @@ namespace animator {
return $ui.mouse(x, y, mods);
}
void UI::update_status(animate2::Animate2& anim) {
$overlay.show_text("form", guecs::to_wstring(anim.form_name));
$overlay.show_text("sequence", guecs::to_wstring(anim.sequence_name));
$overlay.show_text("transform", guecs::to_wstring(anim.transform_name));
}
std::shared_ptr<sf::Sprite> UI::get_sprite() {
auto viewer = $ui.entity("viewer");
return $ui.get<guecs::Sprite>(viewer).sprite;

View file

@ -16,6 +16,8 @@ namespace animator {
enum class Event {
TICK=__LINE__,
PLAY_STOP=__LINE__,
NEXT_FORM=__LINE__,
PREV_FORM=__LINE__,
RELOAD=__LINE__,
};
@ -23,11 +25,13 @@ namespace animator {
struct UI {
guecs::UI $ui;
guecs::UI $overlay;
void button(const std::string& name, std::function<void(guecs::Modifiers mods)> cb);
void init(const std::string& sprite_name, const std::string& background, int width, int height);
void render(sf::RenderWindow& window, bool debug=false);
bool mouse(float x, float y, guecs::Modifiers mods);
void update_status(animate2::Animate2& anim);
std::shared_ptr<sf::Sprite> get_sprite();
};
@ -44,6 +48,8 @@ namespace animator {
std::string $background="";
std::filesystem::file_time_type $last_mod_time;
sf::Clock $timer;
std::string $cur_form = "idle";
int $cur_form_i = 0;
void init(const std::string &sprite_name, const std::string& background, const std::string &anim_name);
void event(Event ev, std::any data={});
@ -58,6 +64,7 @@ namespace animator {
void tick();
void reload();
void check_update();
void change_form(int direction);
};
}