raycaster/tools/animator.cpp

347 lines
8.6 KiB
C++

#define FSM_DEBUG 1
#include "sound.hpp"
#include "ai.hpp"
#include <iostream>
#include "shaders.hpp"
#include "backend.hpp"
#include "constants.hpp"
#include "animation.hpp"
#include "tools/animator.hpp"
#include <unistd.h>
#include <ranges>
#include <vector>
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);
// need to keep these around
$pos = $ui.sprite->getPosition();
$scale = $ui.sprite->getScale();
if(YES_SYNC) {
$window.setVerticalSyncEnabled(VSYNC);
if(FRAME_LIMIT) $window.setFramerateLimit(FRAME_LIMIT);
}
$ui.update_status($anim);
}
void FSM::event(Event ev, std::any data) {
switch($state) {
FSM_STATE(State, START, ev);
FSM_STATE(State, ANIMATE, ev);
FSM_STATE(State, END, ev);
}
}
void FSM::START(Event ev) {
state(State::ANIMATE);
}
void FSM::ANIMATE(Event ev) {
switch(ev) {
case Event::PLAY_STOP:
if($anim.playing) {
$anim.stop();
} else {
$anim.play();
}
break;
case Event::PREV_FORM:
change_form(-1);
$ui.update_status($anim);
break;
case Event::NEXT_FORM:
change_form(1);
$ui.update_status($anim);
break;
case Event::RELOAD:
reload();
$ui.update_status($anim);
state(State::START);
break;
case Event::TEST_SHADER:
$ui.effect = $ui.effect == nullptr ? shaders::get("flame") : nullptr;
break;
default:
state(State::START);
}
}
void FSM::END(Event ev) {
}
void FSM::change_form(int direction) {
if($anim.forms.size() == 0) {
$ui.show_error("NO FORMS!");
return;
}
$cur_form_i = std::clamp($cur_form_i + direction, 0, int($anim.forms.size()) - 1);
dbc::check($cur_form_i >= 0, "CATASTROPHE! cur_form_i went below 0. How?");
// this is the dumbest shit ever
auto key_view = std::views::keys($anim.forms);
std::vector<std::string> keys(key_view.begin(), key_view.end());
dbc::check(size_t($cur_form_i) < keys.size(), "form index outside of form keys vector");
$cur_form = keys[$cur_form_i];
fmt::println("cur_form_i {}; cur_form: {}", $cur_form_i, $cur_form);
// set_form will stop the animation
$anim.set_form($cur_form);
$anim.play();
}
void FSM::update() {
if($anim.playing) {
$anim.update();
$anim.apply(*$ui.sprite);
if($ui.effect != nullptr) $anim.apply_effect($ui.effect);
$anim.motion(*$ui.sprite, $pos, $scale);
}
}
void FSM::check_update() {
if($timer.getElapsedTime().toDuration() > 500ms) {
try {
auto mod_time = std::filesystem::last_write_time("assets/animation.json");
if($last_mod_time < mod_time) {
event(Event::RELOAD);
}
$timer.restart();
} catch(const std::filesystem::filesystem_error& err) {
fmt::println("failed to open {}: {}", err.path1().string(), err.what());
$timer.restart();
}
}
}
void FSM::reload() {
animation::Animation new_anim;
try {
new_anim = animation::load("assets/animation.json", $anim_name);
} catch(...) {
$ui.show_error("Failed to load JSON");
return;
}
if(!new_anim.has_form($cur_form)) {
$ui.show_error(fmt::format("No form {}", $cur_form));
$cur_form = "idle";
$cur_form_i = 0;
}
new_anim.set_form($cur_form);
try {
$last_mod_time = std::filesystem::last_write_time("assets/animation.json");
} catch(...) {
$ui.show_error("Filesystem error");
}
if($anim.form_name == new_anim.form_name) {
$ui.clear_error();
}
$anim = new_anim;
$anim.play();
}
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($router.scancode == KEY::Space) {
event(Event::PLAY_STOP);
} else if($router.scancode == KEY::Up) {
event(Event::PREV_FORM);
} else if($router.scancode == KEY::Down) {
event(Event::NEXT_FORM);
} else if($router.scancode == KEY::M) {
$mute = !$mute;
sound::mute($mute);
} else if($router.scancode == KEY::S) {
event(Event::TEST_SHADER);
}
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, false);
$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");
// BUG: this is some jank bullshit but it works
$ui.set<guecs::Sprite>(viewer, {sprite_name, 0, false});
$ui.init();
sprite = $ui.get<guecs::Sprite>(viewer).sprite;
dbc::check(sprite != nullptr, "failed to initialize $ui.sprite");
$ui.remove<guecs::Sprite>(viewer);
$overlay.position(0, 0, width/4, height/4);
$overlay.layout(
"[form]"
"[sequence]"
"[transform]"
"[error]");
$overlay.init();
$initialized_this_sucks_ass = true;
}
void UI::render(sf::RenderWindow& window, bool debug) {
$ui.render(window);
window.draw(*sprite, effect.get());
$overlay.render(window);
if(debug) {
$ui.debug_layout(window);
$overlay.debug_layout(window);
}
}
bool UI::mouse(float x, float y, guecs::Modifiers mods) {
return $ui.mouse(x, y, mods);
}
void UI::update_status(animation::Animation& anim) {
$overlay.show_text("form", guecs::to_wstring(anim.form_name));
$overlay.show_text("sequence", guecs::to_wstring(anim.sequence_name));
$overlay.show_text("transform", guecs::to_wstring(anim.transform_name));
}
void UI::show_error(const std::string& message) {
if($initialized_this_sucks_ass) {
$overlay.show_text("error", guecs::to_wstring(message));
} else {
dbc::log(message);
}
}
void UI::clear_error() {
if($initialized_this_sucks_ass) {
$overlay.show_text("error", L"");
}
}
std::shared_ptr<sf::Sprite> UI::get_sprite() {
auto viewer = $ui.entity("viewer");
return $ui.get<guecs::Sprite>(viewer).sprite;
}
}
int error_usage() {
fmt::println("USAGE: animator -h -b <background> -s <sprite> -a <animation>");
return 1;
}
int main(int argc, char* argv[]) {
ai::init("ai");
components::init();
sfml::Backend backend;
guecs::init(&backend);
shaders::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_usage();
break;
default:
return error_usage();
break;
}
}
if(sprite_name == "") {
return error_usage();
} else if(anim_name == "") {
anim_name = sprite_name; // default to the same
}
sound::mute(true);
animator::FSM main;
main.init(sprite_name, anim_name, background);
while(main.active()) {
main.update();
main.render();
main.check_update();
main.handle_keyboard_mouse();
}
return 0;
}