Refactor the animate2 and then start working on the motion feature.
This commit is contained in:
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992b8f0e0a
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9 changed files with 408 additions and 290 deletions
174
tests/animate2.cpp
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174
tests/animate2.cpp
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#include <catch2/catch_test_macros.hpp>
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#include "animation.hpp"
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#include "textures.hpp"
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#include "dinkyecs.hpp"
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#include "config.hpp"
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#include <iostream>
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#include <memory>
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#include <chrono>
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#include <thread>
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#include "rand.hpp"
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#include "animate2.hpp"
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using namespace components;
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using namespace textures;
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using namespace std::chrono_literals;
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using namespace animate2;
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Animate2 crafter() {
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Sheet sheet{
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.width{720*2},
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.height{720},
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.frame_width{720},
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.frame_height{720},
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};
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Sequence sequence{
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.frames{0,1},
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.durations{Random::milliseconds(1, 100), Random::milliseconds(1, 100)}
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};
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REQUIRE(sequence.frame_count == sequence.frames.size());
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REQUIRE(sequence.frame_count == sequence.durations.size());
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Transform transform{
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.min_x{1.0f},
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.min_y{1.0f},
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.max_x{1.0f},
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.max_y{1.0f},
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.simple{true},
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.flipped{false},
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.ease_rate{0.5f},
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.scaled{false},
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.stationary{false},
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.toggled{false},
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.looped{false},
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};
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return {sheet, sequence, transform};
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}
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void PLAY_TEST(Animate2 &anim) {
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anim.play();
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while(anim.playing) {
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anim.update();
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std::this_thread::sleep_for(Random::milliseconds(1, 100));
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}
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REQUIRE(anim.playing == false);
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}
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/*
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* Animation is a Sheet + Sequence + Transform.
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*
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* A Sheet is just a grid of images with a predefined size for each cell. Arbitrary sized cells not supported.
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*
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* A Sequence is a list of Sheet cells _in any order_. See https://github.com/yottahmd/ganim8-lib. Sequences have a timing element for the cells, possibly a list of durations or a single duration.
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*
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* A Transform is combinations of scale and/or position easing/motion, shader effects, and things like if it's looped or toggled.
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*
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* I like the ganim8 onLoop concept, just a callback that says what to do when the animation has looped.
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*/
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TEST_CASE("new animation system", "[animation-new]") {
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textures::init();
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auto anim = crafter();
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PLAY_TEST(anim);
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bool onLoop_ran = false;
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anim.onLoop = [&](auto& seq, auto& tr) -> bool {
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seq.current = 0;
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onLoop_ran = true;
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return tr.looped;
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};
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PLAY_TEST(anim);
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REQUIRE(onLoop_ran == true);
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// only runs twice
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anim.onLoop = [](auto& seq, auto& tr) -> bool {
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if(seq.loop_count == 2) {
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seq.current = 0;
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return false;
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} else {
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seq.current = seq.current % seq.frame_count;
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return true;
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}
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};
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PLAY_TEST(anim);
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REQUIRE(anim.$sequence.loop_count == 2);
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// stops at end
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anim.onLoop = [](auto& seq, auto& tr) -> bool {
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if(seq.loop_count == 1) {
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seq.current = seq.frame_count - 1;
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return false;
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} else {
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return true;
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}
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};
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}
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TEST_CASE("confirm frame sequencing works", "[animation-new]") {
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textures::init();
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animation::init();
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auto anim = crafter();
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auto blanket = textures::get_sprite("ritual_crafting_area");
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sf::IntRect init_rect{{0,0}, {anim.$sheet.frame_width, anim.$sheet.frame_height}};
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anim.play();
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bool loop_ran = false;
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// this will check that it moved to the next frame
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anim.onLoop = [&](auto& seq, auto& tr) -> bool {
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seq.current = 0;
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loop_ran = true;
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REQUIRE(blanket.sprite->getTextureRect() != init_rect);
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return false;
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};
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anim.onFrame = [&](){
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anim.apply(*blanket.sprite);
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};
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while(anim.playing) {
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anim.update();
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// NOTE: possibly find a way to only run apply on frame change?
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}
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REQUIRE(loop_ran == true);
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REQUIRE(anim.playing == false);
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// this confirms it went back to the first frame
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REQUIRE(blanket.sprite->getTextureRect() == init_rect);
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}
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TEST_CASE("confirm transition changes work", "[animation-new]") {
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textures::init();
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animation::init();
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auto anim = crafter();
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sf::Vector2f pos{0,0};
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sf::Vector2f scale{0,0};
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// also testing that onFrame being null means it's not run
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REQUIRE(anim.onFrame == nullptr);
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anim.play();
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while(anim.playing) {
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anim.update();
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anim.motion(pos, scale);
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}
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REQUIRE(anim.playing == false);
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REQUIRE(scale != sf::Vector2f{0,0});
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REQUIRE(pos != sf::Vector2f{0,0});
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}
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@ -1,296 +1,11 @@
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#include <catch2/catch_test_macros.hpp>
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#include "animation.hpp"
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#include "textures.hpp"
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#include "dinkyecs.hpp"
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#include "config.hpp"
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#include <iostream>
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#include <memory>
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#include <chrono>
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#include <thread>
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#include "rand.hpp"
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using namespace components;
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using namespace textures;
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using namespace std::chrono_literals;
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struct Sheet {
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int width{0};
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int height{0};
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int frame_width{0};
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int frame_height{0};
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};
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struct Sequence {
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std::vector<int> frames{};
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std::vector<std::chrono::milliseconds> durations{};
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size_t current{0};
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int loop_count{0};
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size_t frame_count{frames.size()};
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sf::Clock timer{};
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};
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struct Transform {
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// how to know when a transform ends?
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float min_x{1.0f};
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float min_y{1.0f};
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float max_x{1.0f};
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float max_y{1.0f};
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bool simple{true};
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bool flipped{false};
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float ease_rate{0.5f};
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bool scaled{false};
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bool stationary{false};
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// these can handled by the onLoop, same as ganim8 does it
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bool toggled{false};
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bool looped{false};
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std::shared_ptr<sf::Shader> shader{nullptr};
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// change to using a callback function for these
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ease::Style easing = ease::IN_OUT_BACK;
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ease::Motion motion = ease::RUSH;
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};
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/* Gets the number of times it looped, and returns if it should stop. */
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using OnLoopHandler = std::function<bool(Sequence& seq, Transform& tr)>;
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using OnFrameHandler = std::function<void()>;
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bool DefaultOnLoop(Sequence& seq, Transform& tr) {
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seq.current = 0;
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return tr.looped;
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}
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class Animate2 {
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public:
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Sheet $sheet;
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Sequence $sequence;
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Transform $transform;
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OnFrameHandler onFrame = nullptr;
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std::vector<sf::IntRect> $frame_rects{calc_frames()};
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OnLoopHandler onLoop = DefaultOnLoop;
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bool playing = false;
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std::vector<sf::IntRect> calc_frames() {
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std::vector<sf::IntRect> frames;
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for(int frame_i : $sequence.frames) {
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frames.emplace_back(
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sf::Vector2i{$sheet.frame_width * frame_i, 0}, // NOTE: one row only for now
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sf::Vector2i{$sheet.frame_width,
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$sheet.frame_height});
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}
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return frames;
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}
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void play() {
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dbc::check(!playing, "can't call play while playing?");
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$sequence.current = 0;
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$sequence.loop_count = 0;
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playing = true;
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$sequence.timer.start();
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}
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void stop() {
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playing = false;
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$sequence.timer.reset();
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}
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// need one for each kind of thing to animate
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// NOTE: possibly find a way to only run apply on frame change?
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void apply(sf::Sprite& sprite, sf::Vector2f pos) {
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dbc::check($sequence.current < $frame_rects.size(), "current frame past $frame_rects");
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// NOTE: pos is not updated yet
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auto& rect = $frame_rects.at($sequence.current);
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sprite.setTextureRect(rect);
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}
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// replaces step
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void update_frame() {
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dbc::check(playing, "attempt to update animation that's not playing");
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dbc::check($sequence.frame_count == $sequence.frames.size(), "frame_count doesn't match frame.size()");
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auto duration = $sequence.durations.at($sequence.current);
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bool frame_change = false;
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if($sequence.timer.getElapsedTime() >= duration) {
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$sequence.timer.restart();
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$sequence.current++;
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frame_change = true;
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}
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if($sequence.current >= $sequence.frame_count) {
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$sequence.loop_count++;
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playing = onLoop($sequence, $transform);
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}
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if(frame_change && onFrame != nullptr) onFrame();
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dbc::check($sequence.current < $sequence.frame_count, "onLoop fail: current frame out of frames.size()");
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}
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void update() {
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update_frame();
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}
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};
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Animate2 crafter() {
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Sheet sheet{
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.width{720*2},
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.height{720},
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.frame_width{720},
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.frame_height{720},
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};
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Sequence sequence{
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.frames{0,1},
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.durations{Random::milliseconds(1, 100), Random::milliseconds(1, 100)}
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};
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REQUIRE(sequence.frame_count == sequence.frames.size());
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REQUIRE(sequence.frame_count == sequence.durations.size());
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Transform transform{
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.min_x{1.0f},
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.min_y{1.0f},
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.max_x{1.0f},
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.max_y{1.0f},
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.simple{true},
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.flipped{false},
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.ease_rate{0.5f},
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.scaled{false},
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.stationary{false},
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.toggled{false},
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.looped{false},
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};
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return {sheet, sequence, transform};
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}
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void PLAY_TEST(Animate2 &anim) {
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anim.play();
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while(anim.playing) {
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anim.update();
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std::this_thread::sleep_for(Random::milliseconds(1, 100));
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}
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REQUIRE(anim.playing == false);
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}
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/*
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* Animation is a Sheet + Sequence + Transform.
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*
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* A Sheet is just a grid of images with a predefined size for each cell. Arbitrary sized cells not supported.
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*
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* A Sequence is a list of Sheet cells _in any order_. See https://github.com/yottahmd/ganim8-lib. Sequences have a timing element for the cells, possibly a list of durations or a single duration.
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*
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* A Transform is combinations of scale and/or position easing/motion, shader effects, and things like if it's looped or toggled.
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*
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* I like the ganim8 onLoop concept, just a callback that says what to do when the animation has looped.
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*/
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TEST_CASE("new animation system", "[animation-new]") {
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textures::init();
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auto anim = crafter();
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PLAY_TEST(anim);
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bool onLoop_ran = false;
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anim.onLoop = [&](auto& seq, auto& tr) -> bool {
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seq.current = 0;
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onLoop_ran = true;
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return tr.looped;
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};
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PLAY_TEST(anim);
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REQUIRE(onLoop_ran == true);
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// only runs twice
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anim.onLoop = [](auto& seq, auto& tr) -> bool {
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if(seq.loop_count == 2) {
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seq.current = 0;
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return false;
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} else {
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seq.current = seq.current % seq.frame_count;
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return true;
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}
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};
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PLAY_TEST(anim);
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REQUIRE(anim.$sequence.loop_count == 2);
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// stops at end
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anim.onLoop = [](auto& seq, auto& tr) -> bool {
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if(seq.loop_count == 1) {
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seq.current = seq.frame_count - 1;
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return false;
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} else {
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return true;
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}
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};
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}
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TEST_CASE("confirm frame sequencing works", "[animation-new]") {
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textures::init();
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animation::init();
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auto anim = crafter();
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auto blanket = textures::get_sprite("ritual_crafting_area");
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sf::IntRect init_rect{{0,0}, {anim.$sheet.frame_width, anim.$sheet.frame_height}};
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anim.play();
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bool loop_ran = false;
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// this will check that it moved to the next frame
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anim.onLoop = [&](auto& seq, auto& tr) -> bool {
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seq.current = 0;
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loop_ran = true;
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REQUIRE(blanket.sprite->getTextureRect() != init_rect);
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return false;
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};
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anim.onFrame = [&](){
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anim.apply(*blanket.sprite, {});
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};
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sf::Vector2f pos{0,0};
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while(anim.playing) {
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anim.update();
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// NOTE: possibly find a way to only run apply on frame change?
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}
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REQUIRE(loop_ran == true);
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REQUIRE(anim.playing == false);
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// this confirms it went back to the first frame
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REQUIRE(blanket.sprite->getTextureRect() == init_rect);
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}
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TEST_CASE("confirm transition changes work", "[animation-new]") {
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return;
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textures::init();
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animation::init();
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auto blanket = textures::get_sprite("ritual_crafting_area");
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sf::Vector2f pos{0,0};
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auto anim = crafter();
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anim.play();
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while(anim.playing) {
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anim.update();
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anim.apply(*blanket.sprite, pos);
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}
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REQUIRE(anim.playing == false);
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REQUIRE(blanket.sprite->getPosition() != sf::Vector2f{0,0});
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REQUIRE(pos != sf::Vector2f{0,0});
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}
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TEST_CASE("animation easing tests", "[animation]") {
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Animation anim;
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