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Aquaria/BBGE/SkeletalSprite.h
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

288 lines
6.3 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef SKELETALSPRITE_H
#define SKELETALSPRITE_H
#include "Quad.h"
#include "SimpleIStringStream.h"
// for 2d system only
enum AnimationCommand
{
AC_PRT_LOAD =0,
AC_PRT_START ,
AC_PRT_STOP ,
AC_SEGS_START ,
AC_FRM_SHOW ,
AC_SND_PLAY ,
AC_SEGS_STOP,
AC_SET_PASS,
AC_RESET_PASS,
};
class ParticleEffect;
class SkeletalSprite;
class Bone : public Quad
{
friend class SkeletalSprite;
public:
Bone();
void setAnimated(int a);
enum {
ANIM_NONE = 0,
ANIM_POS = 1,
ANIM_ROT = 2,
ANIM_ALL = 10
};
void createStrip(bool vert, int num);
Quad* addFrame(const std::string &gfx);
void showFrame(int i);
void destroy();
std::string gfx;
std::string name;
int boneIdx, pidx, rbp;
std::string prt;
std::vector<Vector> changeStrip;
bool generateCollisionMask;
int animated;
Vector originalScale;
void addSegment(Bone *b);
ParticleEffect *getEmitter(unsigned slot) const;
int segmentChain;
void updateSegments();
void updateSegment(Bone *b, const Vector &diff);
SkeletalSprite *skeleton;
void setSegmentProps(int minDist, int maxDist, bool reverse);
Vector segmentOffset;
bool fileRenderQuad;
bool selectable;
int originalRenderPass; // stores the render pass originally set in the XML file. For AC_RESET_PASS.
protected:
std::vector<ParticleEffect*> emitters;
int minDist, maxDist, reverse;
std::vector<Bone*> segments;
};
class BoneCommand
{
public:
bool parse(Bone *b, SimpleIStringStream &is);
void run();
AnimationCommand command;
Bone *b;
int slot;
std::string file;
};
class BoneKeyframe
{
public:
BoneKeyframe() : idx(0), x(0), y(0), rot(0), doScale(0), sx(1), sy(1) {}
int idx, x, y, rot;
float sx, sy;
bool doScale;
std::vector<Vector> strip;
};
class SkeletalKeyframe
{
public:
SkeletalKeyframe()
{
lerpType = 0;
t = 0;
}
int lerpType;
float t;
std::string sound;
std::vector<BoneKeyframe> keyframes;
BoneKeyframe *getBoneKeyframe(int idx);
std::string cmd;
std::vector<BoneCommand> commands;
void copyAllButTime(SkeletalKeyframe *copy);
};
class Animation
{
public:
Animation();
std::string name;
typedef std::vector <SkeletalKeyframe> Keyframes;
Keyframes keyframes;
SkeletalKeyframe *getKeyframe(int key);
SkeletalKeyframe *getLastKeyframe();
SkeletalKeyframe *getFirstKeyframe();
SkeletalKeyframe *getPrevKeyframe(float t);
SkeletalKeyframe *getNextKeyframe(float t);
void cloneKey(int key, float toffset);
void deleteKey(int key);
void reorderKeyframes();
float getAnimationLength();
int getSkeletalKeyframeIndex(SkeletalKeyframe *skey);
int getNumKeyframes();
void reverse();
bool resetPassOnEnd;
};
class SkeletalSprite;
class AnimationLayer
{
public:
//----
AnimationLayer();
void setSkeletalSprite(SkeletalSprite *s);
Animation *getCurrentAnimation();
void animate(const std::string &animation, int loop);
void update(float dt);
void updateBones();
void stopAnimation();
float getAnimationLength();
bool createTransitionAnimation(const std::string& anim, float time);
void playAnimation(int idx, int loop);
void playCurrentAnimation(int loop);
void enqueueAnimation(const std::string& anim, int loop);
float transitionAnimate(std::string anim, float time, int loop);
void setTimeMultiplier(float t);
bool isAnimating();
bool contains(const Bone *b) const;
void resetPass();
//----
float fallThru;
float fallThruSpeed;
std::string name;
std::vector<int> ignoreBones;
std::vector<int> includeBones;
SkeletalSprite *s;
SkeletalKeyframe *lastNewKey;
float timer;
int loop;
Animation blendAnimation;
std::string enqueuedAnimation;
int enqueuedAnimationLoop;
//float timeMultiplier;
//HACK: should be a lerped float
InterpolatedVector timeMultiplier;
float animationLength;
int currentAnimation;
bool animating;
};
class SkeletalSprite : public RenderObject
{
public:
SkeletalSprite();
void loadSkeletal(const std::string &fn);
bool saveSkeletal(const std::string &fn);
void loadSkin(const std::string &fn);
Bone *getBoneByIdx(int idx);
Bone *getBoneByName(const std::string &name);
void animate(const std::string &animation, int loop = 0, int layer=0);
void setTime(float time, int layer=0);
void updateBones();
void playCurrentAnimation(int loop=0, int layer=0);
void stopAnimation(int layer=0);
void stopAllAnimations();
float transitionAnimate(const std::string& anim, float time, int loop=0, int layer=0);
bool isAnimating(int layer=0);
void setTimeMultiplier(float t, int layer=0);
Bone* getSelectedBone(bool mouseBased = true);
Animation *getCurrentAnimation(int layer=0);
void nextAnimation();
void prevAnimation();
void lastAnimation();
void firstAnimation();
void updateSelectedBoneColor();
void setFreeze(bool f);
Animation *getAnimation(const std::string& anim);
std::vector<Animation> animations;
std::vector<Bone*> bones;
inline int getSelectedBoneIdx(void) { return selectedBone; }
void setSelectedBone(int b);
void selectPrevBone();
void selectNextBone();
bool isLoaded();
int getNumAnimLayers() const { return animLayers.size(); }
AnimationLayer* getAnimationLayer(int l);
int getBoneIdx(Bone *b);
void toggleBone(int idx, int v);
void setAnimationKeyNotify(RenderObject *r);
std::string filenameLoaded;
static std::string animationPath, skinPath, secondaryAnimationPath;
static void clearCache();
protected:
bool frozen;
RenderObject *animKeyNotify;
bool loaded;
int selectedBone;
friend class AnimationLayer;
std::vector<AnimationLayer> animLayers;
Bone* initBone(int idx, std::string gfx, int pidx, int rbp=0, std::string name="", float cr=0, bool fh=false, bool fv=false);
void deleteBones();
void onUpdate(float dt);
};
#endif