raycaster/tools/animator.cpp

258 lines
5.7 KiB
C++

#define FSM_DEBUG 1
#include "sound.hpp"
#include "ai.hpp"
#include "animation.hpp"
#include <iostream>
#include "shaders.hpp"
#include "backend.hpp"
#include "constants.hpp"
#include "animate2.hpp"
#include "tools/animator.hpp"
#include <unistd.h>
/*
* 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 != "") {
$ui.set<guecs::Background>($ui.MAIN, {$ui.$parser, guecs::THEME.TRANSPARENT});
auto& bg = $ui.get<guecs::Background>($ui.MAIN);
bg.set_sprite(background, true);
}
auto viewer = $ui.entity("viewer");
$ui.set<guecs::Sprite>(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<sf::Sprite> UI::get_sprite() {
auto viewer = $ui.entity("viewer");
return $ui.get<guecs::Sprite>(viewer).sprite;
}
}
int error() {
fmt::println("USAGE: animator -h -b <background> -s <sprite> -a <animation>");
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;
}