mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
294 lines
9.7 KiB
C++
294 lines
9.7 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/controls/guiAnimBitmapCtrl.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDrawUtil.h"
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IMPLEMENT_CONOBJECT(guiAnimBitmapCtrl);
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IMPLEMENT_CALLBACK(guiAnimBitmapCtrl, onLoop, void, (),
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(), "triggered when a loop completes");
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IMPLEMENT_CALLBACK(guiAnimBitmapCtrl, onCompleted, void, (),
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(), "triggered when an animation completes");
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IMPLEMENT_CALLBACK(guiAnimBitmapCtrl, onFrame, void, (S32 frameIndex, S32 frame),
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(frameIndex, frame), "triggered when a frame increments");
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guiAnimBitmapCtrl::guiAnimBitmapCtrl(void)
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{
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mAnimTexTiling = Point2I::One;
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mAnimTexFramesString = NULL;
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mAnimTexFrames.clear();
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mNumFrames = 0;
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mCurFrameIndex = 0;
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mFramesPerSec = 60;
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mAnimateTexture = false;
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mFrameTime = PlatformTimer::create();
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mLoop = true;
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mPlay = true;
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mReverse = false;
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mFinished = false;
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}
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guiAnimBitmapCtrl::~guiAnimBitmapCtrl(void)
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{
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mAnimTexFrames.clear();
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}
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void guiAnimBitmapCtrl::initPersistFields()
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{
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addField("AnimTexTiling", TYPEID< Point2I >(), Offset(mAnimTexTiling, guiAnimBitmapCtrl),
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"@brief The number of frames, in rows and columns stored in textureName "
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"(when animateTexture is true).\n\n"
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"A maximum of 256 frames can be stored in a single texture when using "
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"mAnimTexTiling. Value should be \"NumColumns NumRows\", for example \"4 4\".");
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addProtectedField("AnimTexFrames", TYPEID< StringTableEntry >(), Offset(mAnimTexFramesString, guiAnimBitmapCtrl), &ptSetFrameRanges, &defaultProtectedGetFn,
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"@brief A list of frames and/or frame ranges to use for particle "
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"animation if animateTexture is true.\n\n"
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"Each frame token must be separated by whitespace. A frame token must be "
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"a positive integer frame number or a range of frame numbers separated "
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"with a '-'. The range separator, '-', cannot have any whitspace around "
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"it.\n\n"
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"Ranges can be specified to move through the frames in reverse as well "
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"as forward (eg. 19-14). Frame numbers exceeding the number of tiles will "
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"wrap.\n"
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"@tsexample\n"
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"mAnimTexFrames = \"0-16 20 19 18 17 31-21\";\n"
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"@endtsexample\n");
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addField("loop", TypeBool, Offset(mLoop, guiAnimBitmapCtrl), "loop?");
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addField("play", TypeBool, Offset(mPlay, guiAnimBitmapCtrl), "play?");
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addField("reverse", TypeBool, Offset(mReverse, guiAnimBitmapCtrl), "play reversed?");
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addField("fps", TypeS32, Offset(mFramesPerSec, guiAnimBitmapCtrl), "Frame Rate");
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addProtectedField("curFrame", TypeS32, Offset(mCurFrameIndex, guiAnimBitmapCtrl), &ptSetFrame, &defaultProtectedGetFn, "Index of currently Displaying Frame ");
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Parent::initPersistFields();
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removeField("wrap");
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}
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bool guiAnimBitmapCtrl::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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if (!mAnimTexFramesString || !mAnimTexFramesString[0])
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{
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S32 n_tiles = mAnimTexTiling.x * mAnimTexTiling.y - 1;
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for (S32 i = 0; i <= n_tiles; i++)
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mAnimTexFrames.push_back(i);
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mNumFrames = mAnimTexFrames.size() - 1;
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if (mCurFrameIndex > mNumFrames)
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mCurFrameIndex = mNumFrames;
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return true;
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}
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return true;
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}
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bool guiAnimBitmapCtrl::ptSetFrame(void *object, const char *index, const char *data)
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{
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guiAnimBitmapCtrl *pData = static_cast<guiAnimBitmapCtrl*>(object);
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if (!pData->mNumFrames)
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{
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pData->mCurFrameIndex = 0;
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return false;
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}
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S32 val = dAtoi(data);
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if (val < 0)
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{
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pData->mCurFrameIndex = pData->mNumFrames;
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return false;
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}
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else if (val > pData->mNumFrames)
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{
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pData->mCurFrameIndex = 0;
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return false;
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};
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pData->mCurFrameIndex = val;
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return true;
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}
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bool guiAnimBitmapCtrl::ptSetFrameRanges(void *object, const char *index, const char *data)
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{
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guiAnimBitmapCtrl *pData = static_cast<guiAnimBitmapCtrl*>(object);
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// Here we parse mAnimTexFramesString into byte-size frame numbers in mAnimTexFrames.
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// Each frame token must be separated by whitespace.
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// A frame token must be a positive integer frame number or a range of frame numbers
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// separated with a '-'.
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// The range separator, '-', cannot have any whitspace around it.
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// Ranges can be specified to move through the frames in reverse as well as forward.
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// Frame numbers exceeding the number of tiles will wrap.
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// example:
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// "0-16 20 19 18 17 31-21"
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S32 n_tiles = pData->mAnimTexTiling.x * pData->mAnimTexTiling.y - 1;
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pData->mAnimTexFrames.clear();
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if (!data || !data[0])
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{
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for (S32 i = 0; i <= n_tiles; i++)
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pData->mAnimTexFrames.push_back(i);
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pData->mNumFrames = pData->mAnimTexFrames.size() - 1;
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if (pData->mCurFrameIndex > pData->mNumFrames)
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pData->mCurFrameIndex = pData->mNumFrames;
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return true;
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}
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char* tokCopy = new char[dStrlen(data) + 1];
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dStrcpy(tokCopy, data);
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char* currTok = dStrtok(tokCopy, " \t");
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while (currTok != NULL)
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{
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char* minus = dStrchr(currTok, '-');
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if (minus)
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{
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// add a range of frames
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*minus = '\0';
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S32 range_a = dAtoi(currTok);
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S32 range_b = dAtoi(minus + 1);
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if (range_b < range_a)
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{
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// reverse frame range
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for (S32 i = range_a; i >= range_b; i--)
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pData->mAnimTexFrames.push_back(i);
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}
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else
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{
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// forward frame range
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for (S32 i = range_a; i <= range_b; i++)
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pData->mAnimTexFrames.push_back(i);
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}
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}
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else
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{
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// add one frame
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pData->mAnimTexFrames.push_back(dAtoi(currTok));
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}
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currTok = dStrtok(NULL, " \t");
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}
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// cleanup
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delete[] tokCopy;
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pData->mNumFrames = pData->mAnimTexFrames.size() - 1;
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if (pData->mCurFrameIndex > pData->mNumFrames)
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pData->mCurFrameIndex = pData->mNumFrames;
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return true;
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}
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void guiAnimBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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if (mTextureObject)
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{
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if (mFrameTime->getElapsedMs() > 1000 / mFramesPerSec) //fps to msfp conversion
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{
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mFrameTime->reset();
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if (mPlay)
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{
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if (mReverse) //play backward
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{
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mCurFrameIndex--;
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if (mCurFrameIndex < 0)
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{
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if (mLoop)
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{
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mCurFrameIndex = mNumFrames;
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onLoop_callback();
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mFinished = false;
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}
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else
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{
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mCurFrameIndex = 0;
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if (!mFinished)
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onCompleted_callback();
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mFinished = true;
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}
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}
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else
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onFrame_callback(mCurFrameIndex, mAnimTexFrames[mCurFrameIndex]);
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}
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else // play forward
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{
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mCurFrameIndex++;
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if (mCurFrameIndex > mNumFrames)
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{
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if (mLoop)
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{
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mCurFrameIndex = 0;
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onLoop_callback();
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mFinished = false;
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}
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else
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{
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mCurFrameIndex = mNumFrames;
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if (!mFinished)
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onCompleted_callback();
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mFinished = true;
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}
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}
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else
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onFrame_callback(mCurFrameIndex, mAnimTexFrames[mCurFrameIndex]);
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}
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}
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}
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GFX->getDrawUtil()->clearBitmapModulation();
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GFX->getDrawUtil()->setBitmapModulation(mColor);
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GFXTextureObject* texture = mTextureObject;
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Point2I modifiedSRC = Point2I(texture->mBitmapSize.x / mAnimTexTiling.x, texture->mBitmapSize.y / mAnimTexTiling.y);
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RectI srcRegion;
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Point2I offsetSRC = Point2I::Zero;
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offsetSRC.x = (texture->mBitmapSize.x / mAnimTexTiling.x) * (mAnimTexFrames[mCurFrameIndex] % mAnimTexTiling.x);
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offsetSRC.y = (texture->mBitmapSize.y / mAnimTexTiling.y) * (mAnimTexFrames[mCurFrameIndex] / mAnimTexTiling.x);
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srcRegion.set(offsetSRC, modifiedSRC);
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GFX->getDrawUtil()->drawBitmapStretchSR(texture, updateRect, srcRegion, GFXBitmapFlip_None, GFXTextureFilterLinear, false);
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}
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if (mProfile->mBorder || !mTextureObject)
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{
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RectI rect(offset, getExtent());
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GFX->getDrawUtil()->drawRect(rect, mProfile->mBorderColor);
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}
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renderChildControls(offset, updateRect);
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} |