244 lines
5.1 KiB
C++
244 lines
5.1 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"
|
|
|
|
using namespace std::chrono_literals;
|
|
|
|
bool YES_SYNC=true;
|
|
|
|
animate2::Sheet sheet{
|
|
.width{720*2},
|
|
.height{720},
|
|
.frame_width{720},
|
|
.frame_height{720},
|
|
};
|
|
|
|
animate2::Sequence sequence{
|
|
.frames{0,1},
|
|
.durations{800ms, 200ms}
|
|
};
|
|
|
|
animate2::Transform scale_tr{
|
|
.min_x{0.6f},
|
|
.min_y{0.6f},
|
|
.max_x{0.8f},
|
|
.max_y{0.8f},
|
|
.simple{false},
|
|
.flipped{false},
|
|
.ease_rate{4.0f},
|
|
.scaled{true},
|
|
.toggled{false},
|
|
.looped{true},
|
|
.easing = ease2::in_out_back,
|
|
.motion = ease2::move_rush,
|
|
};
|
|
|
|
animate2::Transform move_tr{
|
|
.min_x{-20.0f},
|
|
.min_y{-20.0f},
|
|
.max_x{20.0f},
|
|
.max_y{20.0f},
|
|
.simple{false},
|
|
.flipped{false},
|
|
.ease_rate{2.5f},
|
|
.scaled{true},
|
|
.toggled{false},
|
|
.looped{true},
|
|
.easing = ease2::normal_dist,
|
|
.motion = ease2::move_shake,
|
|
};
|
|
|
|
animate2::Animate2 anim{sheet, sequence, scale_tr};
|
|
|
|
namespace animator {
|
|
|
|
void FSM::init(const std::string &sprite_name) {
|
|
$ui.init(sprite_name, *this);
|
|
|
|
if(YES_SYNC) {
|
|
$window.setVerticalSyncEnabled(VSYNC);
|
|
if(FRAME_LIMIT) $window.setFramerateLimit(FRAME_LIMIT);
|
|
}
|
|
|
|
$window.setPosition({0,0});
|
|
}
|
|
|
|
void FSM::event(Event ev, std::any data) {
|
|
switch($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:
|
|
// stuff
|
|
break;
|
|
case Event::PLAY:
|
|
if(!anim.playing) anim.play();
|
|
break;
|
|
case Event::STOP:
|
|
if(anim.playing) anim.stop();
|
|
break;
|
|
case Event::LOOP:
|
|
anim.$transform.looped = !anim.$transform.looped;
|
|
break;
|
|
case Event::TOGGLE:
|
|
anim.$transform.toggled = !anim.$transform.toggled;
|
|
break;
|
|
default:
|
|
state(State::START);
|
|
}
|
|
}
|
|
|
|
void FSM::END(Event ev) {
|
|
}
|
|
|
|
void FSM::handle_keyboard_mouse() {
|
|
while(const auto ev = $window.pollEvent()) {
|
|
using enum game::Event;
|
|
auto gui_ev = $router.process_event(ev);
|
|
auto mouse_pos = $window.mapPixelToCoords($router.position);
|
|
|
|
switch(gui_ev) {
|
|
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);
|
|
$window.display();
|
|
}
|
|
|
|
bool FSM::active() {
|
|
return !in_state(State::END);
|
|
}
|
|
|
|
void UI::button(const std::string& name, std::function<void(guecs::Modifiers mods)> cb) {
|
|
auto comp = $ui.entity(name);
|
|
$ui.set<guecs::Rectangle>(comp, {});
|
|
$ui.set<guecs::Text>(comp, {guecs::to_wstring(name)});
|
|
$ui.set<guecs::Effect>(comp, {});
|
|
$ui.set<guecs::Clickable>(comp, {cb});
|
|
}
|
|
|
|
void UI::init(const std::string& sprite_name, FSM& fsm) {
|
|
$ui.position(0,0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
|
$ui.layout(
|
|
"[play|*%=(300,400)viewer|_|_]"
|
|
"[stop|_|_|_]"
|
|
"[loop|_|_|_]"
|
|
"[toggled|_|_|_]");
|
|
|
|
auto viewer = $ui.entity("viewer");
|
|
$ui.set<guecs::Sprite>(viewer, { sprite_name, 0, false});
|
|
|
|
button("stop", [&](auto){
|
|
fsm.event(Event::STOP, {});
|
|
});
|
|
|
|
button("play", [&](auto){
|
|
fsm.event(Event::PLAY, {});
|
|
});
|
|
|
|
button("loop", [&](auto){
|
|
fsm.event(Event::LOOP, {});
|
|
});
|
|
|
|
button("toggled", [&](auto){
|
|
fsm.event(Event::TOGGLE, {});
|
|
});
|
|
|
|
$ui.init();
|
|
}
|
|
|
|
void UI::render(sf::RenderWindow& window) {
|
|
$ui.render(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 $ui.get<guecs::Sprite>(viewer).sprite;
|
|
}
|
|
}
|
|
|
|
|
|
int main(int argc, char* argv[]) {
|
|
shaders::init();
|
|
components::init();
|
|
sfml::Backend backend;
|
|
guecs::init(&backend);
|
|
ai::init("ai");
|
|
animation::init();
|
|
|
|
dbc::check(argc == 2, "USAGE: animator <sprite>");
|
|
std::string sprite_name{argv[1]};
|
|
|
|
sound::mute(true);
|
|
sound::play("ambient_1", true);
|
|
|
|
animator::FSM main;
|
|
main.init(argv[1]);
|
|
|
|
anim.play();
|
|
|
|
auto sprite = main.$ui.get_sprite();
|
|
|
|
// need to keep these aroung
|
|
auto pos = sprite->getPosition();
|
|
auto scale = sprite->getScale();
|
|
|
|
while(main.active()) {
|
|
auto [ticks, alpha] = anim.commit();
|
|
|
|
for(int i = 0; i < ticks; i++) {
|
|
main.event(animator::Event::TICK, {});
|
|
|
|
if(anim.playing) {
|
|
anim.update();
|
|
anim.apply(*sprite);
|
|
anim.motion(*sprite, pos, scale);
|
|
}
|
|
}
|
|
|
|
main.render();
|
|
|
|
main.handle_keyboard_mouse();
|
|
}
|
|
|
|
return 0;
|
|
}
|