Animation work: removing pointers from the entire class in favor of std::function/lambdas to write values. This actually works with SFML classes, because I can wrap the setter class
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@ -1,19 +1,19 @@
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#include "Animation.h"
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Animation::Animation(float _d, void* _t, std::function<void()> _cb, bool _l)
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:duration(_d), target(_t), callback(_cb), loop(_l), elapsed(0.0f) {}
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Animation::Animation(float _d, std::function<void()> _cb, bool _l)
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:duration(_d), callback(_cb), loop(_l), elapsed(0.0f) {}
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// linear interpolation constructor
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template<typename T>
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LerpAnimation<T>::LerpAnimation(float _d, T _ev, T* _t, std::function<void()> _cb, bool _l)
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:Animation(_d, _t, _cb, _l), //duration(_d), target(_t), callback(_cb), loop(_l),elapsed(0.0f),
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startvalue(*_t), endvalue(_ev) {}
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LerpAnimation<T>::LerpAnimation(float _d, T _ev, T _sv, std::function<void()> _cb, std::function<void(T)> _w, bool _l)
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:Animation(_d, _cb, _l), //duration(_d), target(_t), callback(_cb), loop(_l),elapsed(0.0f),
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startvalue(_sv), endvalue(_ev), write(_w) {}
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// discrete values constructor
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template<typename T>
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DiscreteAnimation<T>::DiscreteAnimation(float _d, std::vector<T> _v, T* _t, std::function<void()> _cb, bool _l)
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:Animation(_d, _t, _cb, _l), //duration(_d), target(_t), callback(_cb), loop(_l), elapsed(0.0f),
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index(0), nonelapsed(0.0f), values(_v) {
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DiscreteAnimation<T>::DiscreteAnimation(float _d, std::vector<T> _v, std::function<void()> _cb, std::function<void(T)> _w, bool _l)
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:Animation(_d, _cb, _l), //duration(_d), target(_t), callback(_cb), loop(_l), elapsed(0.0f),
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index(0), nonelapsed(0.0f), values(_v), write(_w) {
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timestep = _v.size() / _d;
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}
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@ -27,40 +27,51 @@ Animation::~Animation() {
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template<>
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void LerpAnimation<std::string>::lerp() {
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*(std::string*)target = endvalue.substr(0, endvalue.length() * (elapsed / duration));
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//*(std::string*)target = ;
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write(endvalue.substr(0, endvalue.length() * (elapsed / duration)));
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}
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template<>
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void LerpAnimation<int>::lerp() {
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int delta = endvalue - startvalue;
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*(int*)target = startvalue + (elapsed / duration * delta);
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//*(int*)target = ;
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write(startvalue + (elapsed / duration * delta));
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}
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template<>
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void LerpAnimation<float>::lerp() {
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int delta = endvalue - startvalue;
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*(float*)target = startvalue + (elapsed / duration * delta);
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//*(float*)target = ;
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write(startvalue + (elapsed / duration * delta));
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}
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template<>
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void LerpAnimation<sf::Vector2f>::lerp() {
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std::cout << "sf::Vector2f implementation of lerp." << std::endl;
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int delta_x = endvalue.x - startvalue.x;
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int delta_y = endvalue.y - startvalue.y;
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((sf::Vector2f*)target)->x = startvalue.x + (elapsed / duration * delta_x);
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((sf::Vector2f*)target)->y = startvalue.y + (elapsed / duration * delta_y);
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std::cout << "Start: " << startvalue.x << ", " << startvalue.y << "; End: " << endvalue.x << ", " << endvalue.y << std::endl;
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std::cout << "Delta: " << delta_x << ", " << delta_y << std::endl;
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//((sf::Vector2f*)target)->x = startvalue.x + (elapsed / duration * delta_x);
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//((sf::Vector2f*)target)->y = startvalue.y + (elapsed / duration * delta_y);
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write(sf::Vector2f(startvalue.x + (elapsed / duration * delta_x),
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startvalue.y + (elapsed / duration * delta_y)));
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}
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template<>
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void LerpAnimation<sf::Vector2i>::lerp() {
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int delta_x = endvalue.x - startvalue.y;
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int delta_y = endvalue.y - startvalue.y;
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((sf::Vector2i*)target)->x = startvalue.x + (elapsed / duration * delta_x);
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((sf::Vector2i*)target)->y = startvalue.y + (elapsed / duration * delta_y);
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//((sf::Vector2i*)target)->x = startvalue.x + (elapsed / duration * delta_x);
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//((sf::Vector2i*)target)->y = startvalue.y + (elapsed / duration * delta_y);
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write(sf::Vector2i(startvalue.x + (elapsed / duration * delta_x),
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startvalue.y + (elapsed / duration * delta_y)));
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}
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template<typename T>
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void LerpAnimation<T>::step(float delta) {
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elapsed += delta;
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std::cout << "LerpAnimation step function. Elapsed: " << elapsed <<std::endl;
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lerp();
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if (isDone()) cancel(); //use the exact value, not my math
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}
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@ -74,20 +85,35 @@ void DiscreteAnimation<T>::step(float delta)
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elapsed += nonelapsed; // or should it be += timestep?
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nonelapsed = 0; // or should it -= timestep?
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index++;
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*target = values[index];
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//*(T*)target = values[index];
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write(values[index]);
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if (isDone()) cancel(); //use the exact value, not my math
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}
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template<typename T>
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void LerpAnimation<T>::cancel() {
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*target = endvalue;
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//*(T*)target = endvalue;
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write(endvalue);
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}
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template<typename T>
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void DiscreteAnimation<T>::cancel() {
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*target = values[values.size() - 1];
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//*(T*)target = values[values.size() - 1];
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write(values[values.size() - 1]);
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}
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bool Animation::isDone() {
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return elapsed + Animation::EPSILON >= duration;
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}
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namespace animation_template_implementations {
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// instantiate to compile concrete templates
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LerpAnimation<sf::Vector2f> implement_vector2f;
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auto implement_v2f_const = LerpAnimation<sf::Vector2<float>>(4.0, sf::Vector2<float>(), sf::Vector2f(1,1), [](){}, [](sf::Vector2f v){}, false);
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LerpAnimation<sf::Vector2i> implement_vector2i;
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LerpAnimation<int> implment_int;
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LerpAnimation<std::string> implment_string;
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LerpAnimation<float> implement_float;
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DiscreteAnimation<int> implement_int_discrete;
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}
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@ -6,13 +6,13 @@ class Animation
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protected:
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static constexpr float EPSILON = 0.05;
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float duration, elapsed;
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void* target;
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std::function<void()> callback;
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bool loop;
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public:
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//Animation(float, T, T*, std::function<void()>, bool); // lerp
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//Animation(float, std::vector<T>, T*, std::function<void()>, bool); // discrete
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Animation(float, void*, std::function<void()>, bool);
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Animation(float, std::function<void()>, bool);
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Animation() {};
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virtual void step(float) = 0;
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virtual void cancel() = 0;
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bool isDone();
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@ -22,10 +22,12 @@ template<typename T>
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class LerpAnimation: public Animation
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{
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T startvalue, endvalue;
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std::function<void(T)> write;
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void lerp();
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public:
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~LerpAnimation() { cancel(); }
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LerpAnimation(float, T, T*, std::function<void()>, bool);
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LerpAnimation(float, T, T, std::function<void()>, std::function<void(T)>, bool);
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LerpAnimation() {};
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void step(float) override final;
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void cancel() override final;
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};
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@ -34,10 +36,12 @@ template<typename T>
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class DiscreteAnimation: public Animation
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{
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std::vector<T> values;
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std::function<void(T)> write;
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float nonelapsed, timestep;
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int index;
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public:
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DiscreteAnimation(float, std::vector<T>, T*, std::function<void()>, bool);
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DiscreteAnimation(float, std::vector<T>, std::function<void()>, std::function<void(T)>, bool);
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DiscreteAnimation() {};
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~DiscreteAnimation() { cancel(); }
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void step(float) override final;
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void cancel() override final;
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@ -629,3 +629,20 @@ PyObject* McRFPy_API::_modGrid(PyObject* self, PyObject* args) {
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Py_INCREF(Py_None);
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return Py_None;
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}
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PyObject* McRFPy_API::_createAnimation(PyObject *self, PyObject *args) {
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//LerpAnimation<T>::LerpAnimation(float _d, T _ev, T* _t, std::function<void()> _cb, std::function<void(T)> _w, bool _l)
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std::string menu_key = "demobox1";
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McRFPy_API::animations.push_back(
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new LerpAnimation<sf::Vector2f>(
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3.0,
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sf::Vector2f(100, 100),
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McRFPy_API::menus[menu_key]->box.getPosition(),
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[](){McRFPy_API::executePyString("print('animation callback')");},
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[=](sf::Vector2f v) {std::cout << "write lambda!" << std::endl; McRFPy_API::menus[menu_key]->box.setPosition(v); std::cout << "Position set to" << McRFPy_API::menus[menu_key]->box.getPosition().x << ", " << McRFPy_API::menus[menu_key]->box.getPosition().y << std::endl;},
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false)
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);
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Py_INCREF(Py_None);
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return Py_None;
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}
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@ -10,6 +10,10 @@
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#include "Grid.h"
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#include "IndexSprite.h"
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#include "EntityManager.h"
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#include <list>
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// implementation required to link templates
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#include "Animation.h"
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class GameEngine; // forward declared (circular members)
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@ -1,7 +1,7 @@
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#include "PythonScene.h"
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#include "ActionCode.h"
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#include "McRFPy_API.h"
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#include "Animation.h"
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//#include "Animation.h"
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PythonScene::PythonScene(GameEngine* g, std::string pymodule)
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: Scene(g) {
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}
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void PythonScene::animate() {
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std::cout << "Number of animations: " << McRFPy_API::animations.size() << std::endl;
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auto frametime = game->getFrameTime();
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auto it = McRFPy_API::animations.begin();
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while (it != animations.end()) {
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while (it != McRFPy_API::animations.end()) {
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std::cout << "Iterating" << std::endl;
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(*it)->step(frametime);
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std::cout << "Step complete" << std::endl;
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if ((*it)->isDone()) {
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std::cout << "Cleaning up" << std::endl;
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auto prev = it;
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it++;
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animations.erase(prev);
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McRFPy_API::animations.erase(prev);
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} else it++;
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}
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/* // workin on it
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