Torque3D/Engine/source/gui/controls/guiAnimBitmapCtrl.cpp
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

296 lines
9.8 KiB
C++

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