Animator tool can now play, stop, loop, and toggle an animation.
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7d79e75651
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3 changed files with 200 additions and 142 deletions
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@ -5,149 +5,14 @@
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#include <iostream>
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#include "shaders.hpp"
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#include "backend.hpp"
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#include "events.hpp"
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#include "constants.hpp"
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#include "gui/event_router.hpp"
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#include "constants.hpp"
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#include <guecs/ui.hpp>
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#include "gui/event_router.hpp"
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#include "gui/guecstra.hpp"
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#include "animate2.hpp"
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#include "tools/animator.hpp"
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using namespace std::chrono_literals;
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bool YES_SYNC=true;
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namespace animator {
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struct UI {
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guecs::UI $ui;
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void init(const std::string& sprite_name) {
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$ui.position(0,0, SCREEN_WIDTH, SCREEN_HEIGHT);
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$ui.layout(
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"[play|*%=(300,400)viewer|_|_]"
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"[stop|_|_|_]"
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"[next|_|_|_]"
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"[prev|_|_|_]");
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for(auto& [name, cell] : $ui.cells()) {
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auto comp = $ui.entity(name);
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if(name == "viewer") {
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$ui.set<guecs::Sprite>(comp, {
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sprite_name, 0, false});
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} else {
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$ui.set<guecs::Rectangle>(comp, {});
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$ui.set<guecs::Text>(comp, {guecs::to_wstring(name)});
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$ui.set<guecs::Effect>(comp, {});
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$ui.set<guecs::Clickable>(comp, {[](auto){
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fmt::println("I don't know what to do here.");
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}});
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}
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}
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$ui.init();
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}
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void render(sf::RenderWindow& window) {
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$ui.render(window);
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}
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bool mouse(float x, float y, guecs::Modifiers mods) {
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return $ui.mouse(x, y, mods);
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}
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std::shared_ptr<sf::Sprite> get_sprite() {
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auto viewer = $ui.entity("viewer");
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return $ui.get<guecs::Sprite>(viewer).sprite;
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}
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};
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enum class State {
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START=__LINE__,
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ANIMATE=__LINE__,
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END=__LINE__,
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};
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struct FSM : public DeadSimpleFSM<State, game::Event> {
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UI $ui;
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gui::routing::Router $router;
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sf::RenderWindow $window{sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Animation Crafting Tool"};
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void init(const std::string &sprite_name) {
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$ui.init(sprite_name);
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if(YES_SYNC) {
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$window.setVerticalSyncEnabled(VSYNC);
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if(FRAME_LIMIT) $window.setFramerateLimit(FRAME_LIMIT);
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}
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$window.setPosition({0,0});
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}
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void event(game::Event ev, std::any data={}) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, ANIMATE, ev);
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FSM_STATE(State, END, ev);
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}
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}
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void START(game::Event ev) {
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switch(ev) {
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case game::Event::TICK:
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state(State::ANIMATE);
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break;
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default:
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state(State::START);
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}
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}
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void ANIMATE(game::Event ev) {
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switch(ev) {
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case game::Event::TICK:
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// stuff
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break;
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default:
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state(State::START);
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}
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}
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void END(game::Event ev) {
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}
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void handle_keyboard_mouse() {
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while(const auto ev = $window.pollEvent()) {
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using enum game::Event;
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auto gui_ev = $router.process_event(ev);
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auto mouse_pos = $window.mapPixelToCoords($router.position);
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switch(gui_ev) {
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case MOUSE_CLICK:
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$ui.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS);
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break;
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case MOUSE_MOVE:
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$ui.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover});
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break;
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case QUIT:
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state(State::END);
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default:
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break; // ignored
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}
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}
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}
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void render() {
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$window.clear();
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$ui.render($window);
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$window.display();
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}
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bool active() {
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return !in_state(State::END);
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}
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};
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}
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animate2::Sheet sheet{
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.width{720*2},
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.height{720},
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@ -170,7 +35,7 @@ animate2::Transform scale_tr{
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.ease_rate{4.0f},
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.scaled{true},
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.toggled{false},
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.looped{false},
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.looped{true},
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.easing = ease2::in_out_back,
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.motion = ease2::move_rush,
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};
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@ -190,6 +55,148 @@ animate2::Transform move_tr{
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.motion = ease2::move_shake,
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};
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animate2::Animate2 anim{sheet, sequence, scale_tr};
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namespace animator {
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void FSM::init(const std::string &sprite_name) {
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$ui.init(sprite_name, *this);
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if(YES_SYNC) {
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$window.setVerticalSyncEnabled(VSYNC);
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if(FRAME_LIMIT) $window.setFramerateLimit(FRAME_LIMIT);
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}
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$window.setPosition({0,0});
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}
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void FSM::event(Event ev, std::any data) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, ANIMATE, ev);
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FSM_STATE(State, END, ev);
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}
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}
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void FSM::START(Event ev) {
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switch(ev) {
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case Event::TICK:
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state(State::ANIMATE);
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break;
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default:
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state(State::START);
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}
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}
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void FSM::ANIMATE(Event ev) {
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switch(ev) {
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case Event::TICK:
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// stuff
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break;
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case Event::PLAY:
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if(!anim.playing) anim.play();
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break;
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case Event::STOP:
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if(anim.playing) anim.stop();
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break;
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case Event::LOOP:
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anim.$transform.looped = !anim.$transform.looped;
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break;
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case Event::TOGGLE:
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anim.$transform.toggled = !anim.$transform.toggled;
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break;
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default:
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state(State::START);
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}
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}
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void FSM::END(Event ev) {
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}
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void FSM::handle_keyboard_mouse() {
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while(const auto ev = $window.pollEvent()) {
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using enum game::Event;
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auto gui_ev = $router.process_event(ev);
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auto mouse_pos = $window.mapPixelToCoords($router.position);
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switch(gui_ev) {
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case MOUSE_CLICK:
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$ui.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS);
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break;
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case MOUSE_MOVE:
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$ui.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover});
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break;
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case QUIT:
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state(State::END);
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default:
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break; // ignored
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}
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}
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}
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void FSM::render() {
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$window.clear();
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$ui.render($window);
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$window.display();
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}
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bool FSM::active() {
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return !in_state(State::END);
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}
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void UI::button(const std::string& name, std::function<void(guecs::Modifiers mods)> cb) {
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auto comp = $ui.entity(name);
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$ui.set<guecs::Rectangle>(comp, {});
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$ui.set<guecs::Text>(comp, {guecs::to_wstring(name)});
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$ui.set<guecs::Effect>(comp, {});
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$ui.set<guecs::Clickable>(comp, {cb});
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}
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void UI::init(const std::string& sprite_name, FSM& fsm) {
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$ui.position(0,0, SCREEN_WIDTH, SCREEN_HEIGHT);
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$ui.layout(
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"[play|*%=(300,400)viewer|_|_]"
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"[stop|_|_|_]"
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"[loop|_|_|_]"
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"[toggled|_|_|_]");
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auto viewer = $ui.entity("viewer");
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$ui.set<guecs::Sprite>(viewer, { sprite_name, 0, false});
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button("stop", [&](auto){
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fsm.event(Event::STOP, {});
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});
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button("play", [&](auto){
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fsm.event(Event::PLAY, {});
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});
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button("loop", [&](auto){
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fsm.event(Event::LOOP, {});
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});
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button("toggled", [&](auto){
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fsm.event(Event::TOGGLE, {});
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});
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$ui.init();
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}
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void UI::render(sf::RenderWindow& window) {
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$ui.render(window);
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}
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bool UI::mouse(float x, float y, guecs::Modifiers mods) {
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return $ui.mouse(x, y, mods);
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}
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std::shared_ptr<sf::Sprite> UI::get_sprite() {
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auto viewer = $ui.entity("viewer");
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return $ui.get<guecs::Sprite>(viewer).sprite;
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}
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}
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int main(int argc, char* argv[]) {
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shaders::init();
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components::init();
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@ -207,7 +214,6 @@ int main(int argc, char* argv[]) {
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animator::FSM main;
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main.init(argv[1]);
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animate2::Animate2 anim{sheet, sequence, scale_tr};
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anim.play();
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auto sprite = main.$ui.get_sprite();
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@ -220,7 +226,7 @@ int main(int argc, char* argv[]) {
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auto [ticks, alpha] = anim.commit();
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for(int i = 0; i < ticks; i++) {
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main.event(game::Event::TICK, {});
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main.event(animator::Event::TICK, {});
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if(anim.playing) {
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anim.update();
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50
tools/animator.hpp
Normal file
50
tools/animator.hpp
Normal file
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@ -0,0 +1,50 @@
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#pragma once
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#include <guecs/ui.hpp>
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#include "gui/event_router.hpp"
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#include "gui/guecstra.hpp"
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#include "events.hpp"
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namespace animator {
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enum class State {
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START=__LINE__,
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ANIMATE=__LINE__,
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END=__LINE__,
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};
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enum class Event {
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TICK=__LINE__,
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PLAY=__LINE__,
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STOP=__LINE__,
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LOOP=__LINE__,
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TOGGLE=__LINE__,
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};
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struct FSM;
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struct UI {
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guecs::UI $ui;
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void button(const std::string& name, std::function<void(guecs::Modifiers mods)> cb);
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void init(const std::string& sprite_name, FSM& fsm);
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void render(sf::RenderWindow& window);
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bool mouse(float x, float y, guecs::Modifiers mods);
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std::shared_ptr<sf::Sprite> get_sprite();
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};
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struct FSM : public DeadSimpleFSM<State, Event> {
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UI $ui;
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gui::routing::Router $router;
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sf::RenderWindow $window{sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Animation Crafting Tool"};
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void init(const std::string &sprite_name);
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void event(Event ev, std::any data={});
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void START(Event ev);
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void ANIMATE(Event ev);
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void END(Event ev);
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void handle_keyboard_mouse();
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void render();
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bool active();
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};
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}
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