#define FSM_DEBUG 1 #include "sound.hpp" #include "ai.hpp" #include "animation.hpp" #include #include "shaders.hpp" #include "backend.hpp" #include "constants.hpp" #include "animate2.hpp" #include "tools/animator.hpp" #include /* * TODO: * * - Easing functions from strings in json. * - Map of animation forms. * - Bring back shaders. */ using namespace std::chrono_literals; bool YES_SYNC=true; namespace animator { void FSM::init(const std::string &sprite_name, const std::string &anim_name, const std::string &background) { $timer.start(); $sprite_name = sprite_name; $anim_name = anim_name; $background = background; // this loads the animation reload(); sf::Vector2u new_size{(unsigned int)$anim.sheet.frame_width, (unsigned int)$anim.sheet.frame_height}; $window = sf::RenderWindow(sf::VideoMode(new_size), "Animation Crafting Tool"); $window.setPosition({0,0}); $ui.init($sprite_name, $background, new_size.x, new_size.y); $sprite = $ui.get_sprite(); // need to keep these aroung $pos = $sprite->getPosition(); $scale = $sprite->getScale(); if(YES_SYNC) { $window.setVerticalSyncEnabled(VSYNC); if(FRAME_LIMIT) $window.setFramerateLimit(FRAME_LIMIT); } } void FSM::event(Event ev, std::any data) { switch($state) { FSM_STATE(State, START, ev); FSM_STATE(State, ANIMATE, ev); FSM_STATE(State, END, ev); } } void FSM::START(Event ev) { switch(ev) { case Event::TICK: state(State::ANIMATE); break; default: state(State::START); } } void FSM::ANIMATE(Event ev) { switch(ev) { case Event::TICK: run_animation(); break; case Event::PLAY_STOP: if($anim.playing) { $anim.stop(); } else { $anim.play(); } break; case Event::RELOAD: reload(); state(State::START); break; default: state(State::START); } } void FSM::END(Event ev) { } void FSM::run_animation() { if($anim.playing) { $anim.update(); if(!$anim.transform.simple) $anim.apply(*$sprite); $anim.motion(*$sprite, $pos, $scale); } } void FSM::tick() { auto [ticks, alpha] = $anim.commit(); for(int i = 0; i < ticks; i++) { event(animator::Event::TICK, {}); } } void FSM::check_update() { if($timer.getElapsedTime().toDuration() > 500ms) { auto mod_time = std::filesystem::last_write_time("assets/animate2.json"); if($last_mod_time < mod_time) { event(Event::RELOAD); } $timer.restart(); } } void FSM::reload() { $anim = animate2::load("assets/animate2.json", $anim_name); $anim.play(); $last_mod_time = std::filesystem::last_write_time("assets/animate2.json"); } void FSM::handle_keyboard_mouse() { while(const auto ev = $window.pollEvent()) { using enum game::Event; using KEY = sf::Keyboard::Scan; auto gui_ev = $router.process_event(ev); auto mouse_pos = $window.mapPixelToCoords($router.position); switch(gui_ev) { case KEY_PRESS: if($router.scancode == KEY::Space) { event(Event::PLAY_STOP); } break; case MOUSE_CLICK: $ui.mouse(mouse_pos.x, mouse_pos.y, guecs::NO_MODS); break; case MOUSE_MOVE: $ui.mouse(mouse_pos.x, mouse_pos.y, {1 << guecs::ModBit::hover}); break; case QUIT: state(State::END); default: break; // ignored } } } void FSM::render() { $window.clear(); $ui.render($window, true); $window.display(); } bool FSM::active() { return !in_state(State::END); } void UI::init(const std::string& sprite_name, const std::string& background, int width, int height) { $ui.position(0,0, width, height); $ui.layout("[=viewer]"); if(background != "") { $ui.set($ui.MAIN, {$ui.$parser, guecs::THEME.TRANSPARENT}); auto& bg = $ui.get($ui.MAIN); bg.set_sprite(background, true); } auto viewer = $ui.entity("viewer"); $ui.set(viewer, { sprite_name, 0, false}); $ui.init(); } void UI::render(sf::RenderWindow& window, bool debug) { $ui.render(window); if(debug) { $ui.debug_layout(window); } } bool UI::mouse(float x, float y, guecs::Modifiers mods) { return $ui.mouse(x, y, mods); } std::shared_ptr UI::get_sprite() { auto viewer = $ui.entity("viewer"); return $ui.get(viewer).sprite; } } int error() { fmt::println("USAGE: animator -h -b -s -a "); return 1; } int main(int argc, char* argv[]) { shaders::init(); components::init(); sfml::Backend backend; guecs::init(&backend); ai::init("ai"); animation::init(); std::string sprite_name; std::string background; std::string anim_name; int opt = 0; while((opt = getopt(argc, argv, "hb:s:a:")) != -1) { switch(opt) { case 'b': background = optarg; break; case 's': sprite_name = optarg; break; case 'a': anim_name = optarg; break; case 'h': // fallthrough error(); break; default: return error(); break; } } if(sprite_name == "") { return error(); } else if(anim_name == "") { anim_name = sprite_name; // default to the same } sound::mute(true); sound::play("ambient_1", true); animator::FSM main; main.init(sprite_name, anim_name, background); while(main.active()) { main.tick(); main.check_update(); main.render(); main.handle_keyboard_mouse(); } return 0; }