Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though.
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21 changed files with 83 additions and 339 deletions
10
camera.cpp
10
camera.cpp
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@ -7,10 +7,10 @@
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#include <cstdlib>
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namespace cinematic {
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using animate2::Animate2, std::string, std::min, std::clamp;
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using animation::Animation, std::string, std::min, std::clamp;
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struct CameraManager {
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std::unordered_map<string, Animate2> animations;
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std::unordered_map<string, Animation> animations;
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};
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static CameraManager MGR;
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@ -22,7 +22,7 @@ namespace cinematic {
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auto data = settings::get("cameras");
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for(auto [key, value] : data.json().items()) {
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auto anim = components::convert<Animate2>(value);
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auto anim = components::convert<Animation>(value);
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MGR.animations.try_emplace(key, anim);
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}
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@ -122,10 +122,10 @@ namespace cinematic {
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anim.forms.clear();
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for(auto& [timecode, cell, transform, duration] : story.beats) {
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animate2::Sequence seq{.frames={0}, .durations={std::stoi(duration)}};
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animation::Sequence seq{.frames={0}, .durations={std::stoi(duration)}};
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anim.sequences.try_emplace(timecode, seq);
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animate2::Form form{timecode, transform};
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animation::Form form{timecode, transform};
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anim.forms.try_emplace(timecode, form);
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}
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}
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