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

This commit is contained in:
John McCardle 2023-03-07 07:39:41 -05:00
parent d74635ee4e
commit c551c721ce
5 changed files with 80 additions and 25 deletions

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@ -1,19 +1,19 @@
#include "Animation.h"
Animation::Animation(float _d, void* _t, std::function<void()> _cb, bool _l)
:duration(_d), target(_t), callback(_cb), loop(_l), elapsed(0.0f) {}
Animation::Animation(float _d, std::function<void()> _cb, bool _l)
:duration(_d), callback(_cb), loop(_l), elapsed(0.0f) {}
// linear interpolation constructor
template<typename T>
LerpAnimation<T>::LerpAnimation(float _d, T _ev, T* _t, std::function<void()> _cb, bool _l)
:Animation(_d, _t, _cb, _l), //duration(_d), target(_t), callback(_cb), loop(_l),elapsed(0.0f),
startvalue(*_t), endvalue(_ev) {}
LerpAnimation<T>::LerpAnimation(float _d, T _ev, T _sv, std::function<void()> _cb, std::function<void(T)> _w, bool _l)
:Animation(_d, _cb, _l), //duration(_d), target(_t), callback(_cb), loop(_l),elapsed(0.0f),
startvalue(_sv), endvalue(_ev), write(_w) {}
// discrete values constructor
template<typename T>
DiscreteAnimation<T>::DiscreteAnimation(float _d, std::vector<T> _v, T* _t, std::function<void()> _cb, bool _l)
:Animation(_d, _t, _cb, _l), //duration(_d), target(_t), callback(_cb), loop(_l), elapsed(0.0f),
index(0), nonelapsed(0.0f), values(_v) {
DiscreteAnimation<T>::DiscreteAnimation(float _d, std::vector<T> _v, std::function<void()> _cb, std::function<void(T)> _w, bool _l)
:Animation(_d, _cb, _l), //duration(_d), target(_t), callback(_cb), loop(_l), elapsed(0.0f),
index(0), nonelapsed(0.0f), values(_v), write(_w) {
timestep = _v.size() / _d;
}
@ -27,40 +27,51 @@ Animation::~Animation() {
template<>
void LerpAnimation<std::string>::lerp() {
*(std::string*)target = endvalue.substr(0, endvalue.length() * (elapsed / duration));
//*(std::string*)target = ;
write(endvalue.substr(0, endvalue.length() * (elapsed / duration)));
}
template<>
void LerpAnimation<int>::lerp() {
int delta = endvalue - startvalue;
*(int*)target = startvalue + (elapsed / duration * delta);
//*(int*)target = ;
write(startvalue + (elapsed / duration * delta));
}
template<>
void LerpAnimation<float>::lerp() {
int delta = endvalue - startvalue;
*(float*)target = startvalue + (elapsed / duration * delta);
//*(float*)target = ;
write(startvalue + (elapsed / duration * delta));
}
template<>
void LerpAnimation<sf::Vector2f>::lerp() {
std::cout << "sf::Vector2f implementation of lerp." << std::endl;
int delta_x = endvalue.x - startvalue.x;
int delta_y = endvalue.y - startvalue.y;
((sf::Vector2f*)target)->x = startvalue.x + (elapsed / duration * delta_x);
((sf::Vector2f*)target)->y = startvalue.y + (elapsed / duration * delta_y);
std::cout << "Start: " << startvalue.x << ", " << startvalue.y << "; End: " << endvalue.x << ", " << endvalue.y << std::endl;
std::cout << "Delta: " << delta_x << ", " << delta_y << std::endl;
//((sf::Vector2f*)target)->x = startvalue.x + (elapsed / duration * delta_x);
//((sf::Vector2f*)target)->y = startvalue.y + (elapsed / duration * delta_y);
write(sf::Vector2f(startvalue.x + (elapsed / duration * delta_x),
startvalue.y + (elapsed / duration * delta_y)));
}
template<>
void LerpAnimation<sf::Vector2i>::lerp() {
int delta_x = endvalue.x - startvalue.y;
int delta_y = endvalue.y - startvalue.y;
((sf::Vector2i*)target)->x = startvalue.x + (elapsed / duration * delta_x);
((sf::Vector2i*)target)->y = startvalue.y + (elapsed / duration * delta_y);
//((sf::Vector2i*)target)->x = startvalue.x + (elapsed / duration * delta_x);
//((sf::Vector2i*)target)->y = startvalue.y + (elapsed / duration * delta_y);
write(sf::Vector2i(startvalue.x + (elapsed / duration * delta_x),
startvalue.y + (elapsed / duration * delta_y)));
}
template<typename T>
void LerpAnimation<T>::step(float delta) {
elapsed += delta;
std::cout << "LerpAnimation step function. Elapsed: " << elapsed <<std::endl;
lerp();
if (isDone()) cancel(); //use the exact value, not my math
}
@ -74,20 +85,35 @@ void DiscreteAnimation<T>::step(float delta)
elapsed += nonelapsed; // or should it be += timestep?
nonelapsed = 0; // or should it -= timestep?
index++;
*target = values[index];
//*(T*)target = values[index];
write(values[index]);
if (isDone()) cancel(); //use the exact value, not my math
}
template<typename T>
void LerpAnimation<T>::cancel() {
*target = endvalue;
//*(T*)target = endvalue;
write(endvalue);
}
template<typename T>
void DiscreteAnimation<T>::cancel() {
*target = values[values.size() - 1];
//*(T*)target = values[values.size() - 1];
write(values[values.size() - 1]);
}
bool Animation::isDone() {
return elapsed + Animation::EPSILON >= duration;
}
namespace animation_template_implementations {
// instantiate to compile concrete templates
LerpAnimation<sf::Vector2f> implement_vector2f;
auto implement_v2f_const = LerpAnimation<sf::Vector2<float>>(4.0, sf::Vector2<float>(), sf::Vector2f(1,1), [](){}, [](sf::Vector2f v){}, false);
LerpAnimation<sf::Vector2i> implement_vector2i;
LerpAnimation<int> implment_int;
LerpAnimation<std::string> implment_string;
LerpAnimation<float> implement_float;
DiscreteAnimation<int> implement_int_discrete;
}

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@ -6,13 +6,13 @@ class Animation
protected:
static constexpr float EPSILON = 0.05;
float duration, elapsed;
void* target;
std::function<void()> callback;
bool loop;
public:
//Animation(float, T, T*, std::function<void()>, bool); // lerp
//Animation(float, std::vector<T>, T*, std::function<void()>, bool); // discrete
Animation(float, void*, std::function<void()>, bool);
Animation(float, std::function<void()>, bool);
Animation() {};
virtual void step(float) = 0;
virtual void cancel() = 0;
bool isDone();
@ -22,10 +22,12 @@ template<typename T>
class LerpAnimation: public Animation
{
T startvalue, endvalue;
std::function<void(T)> write;
void lerp();
public:
~LerpAnimation() { cancel(); }
LerpAnimation(float, T, T*, std::function<void()>, bool);
LerpAnimation(float, T, T, std::function<void()>, std::function<void(T)>, bool);
LerpAnimation() {};
void step(float) override final;
void cancel() override final;
};
@ -34,10 +36,12 @@ template<typename T>
class DiscreteAnimation: public Animation
{
std::vector<T> values;
std::function<void(T)> write;
float nonelapsed, timestep;
int index;
public:
DiscreteAnimation(float, std::vector<T>, T*, std::function<void()>, bool);
DiscreteAnimation(float, std::vector<T>, std::function<void()>, std::function<void(T)>, bool);
DiscreteAnimation() {};
~DiscreteAnimation() { cancel(); }
void step(float) override final;
void cancel() override final;

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@ -629,3 +629,20 @@ PyObject* McRFPy_API::_modGrid(PyObject* self, PyObject* args) {
Py_INCREF(Py_None);
return Py_None;
}
PyObject* McRFPy_API::_createAnimation(PyObject *self, PyObject *args) {
//LerpAnimation<T>::LerpAnimation(float _d, T _ev, T* _t, std::function<void()> _cb, std::function<void(T)> _w, bool _l)
std::string menu_key = "demobox1";
McRFPy_API::animations.push_back(
new LerpAnimation<sf::Vector2f>(
3.0,
sf::Vector2f(100, 100),
McRFPy_API::menus[menu_key]->box.getPosition(),
[](){McRFPy_API::executePyString("print('animation callback')");},
[=](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;},
false)
);
Py_INCREF(Py_None);
return Py_None;
}

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@ -10,6 +10,10 @@
#include "Grid.h"
#include "IndexSprite.h"
#include "EntityManager.h"
#include <list>
// implementation required to link templates
#include "Animation.h"
class GameEngine; // forward declared (circular members)

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@ -1,7 +1,7 @@
#include "PythonScene.h"
#include "ActionCode.h"
#include "McRFPy_API.h"
#include "Animation.h"
//#include "Animation.h"
PythonScene::PythonScene(GameEngine* g, std::string pymodule)
: Scene(g) {
@ -44,14 +44,18 @@ PythonScene::PythonScene(GameEngine* g, std::string pymodule)
}
void PythonScene::animate() {
std::cout << "Number of animations: " << McRFPy_API::animations.size() << std::endl;
auto frametime = game->getFrameTime();
auto it = McRFPy_API::animations.begin();
while (it != animations.end()) {
while (it != McRFPy_API::animations.end()) {
std::cout << "Iterating" << std::endl;
(*it)->step(frametime);
std::cout << "Step complete" << std::endl;
if ((*it)->isDone()) {
std::cout << "Cleaning up" << std::endl;
auto prev = it;
it++;
animations.erase(prev);
McRFPy_API::animations.erase(prev);
} else it++;
}
/* // workin on it