Lumenarium/src/panels/foldhaus_panel_animation_ti...

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//
// File: foldhaus_panel_animation_timeline.h
// Author: Peter Slattery
// Creation Date: 2020-01-01
//
#ifndef FOLDHAUS_PANEL_ANIMATION_TIMELINE_H
// TODO
// [x] - Moving animation blocks
// [x] - dragging beginning and end of time blocks
// [] - creating a timeblock with a specific animation
// [x] - play, pause, stop,
// [] - setting the start and end of the animation system
// [] - displaying multiple layers
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inline r32
GetTimeFromPointInAnimationPanel(v2 Point, rect PanelBounds, s32 StartFrame, s32 EndFrame, r32 SecondsPerFrame)
{
r32 StartFrameTime = (r32)StartFrame * SecondsPerFrame;
r32 EndFrameTime = (r32)EndFrame * SecondsPerFrame;
r32 TimeAtPoint = GSRemap(Point.x, PanelBounds.Min.x, PanelBounds.Max.x, StartFrameTime, EndFrameTime);
return TimeAtPoint;
}
inline s32
GetFrameFromPointInAnimationPanel (v2 Point, rect PanelBounds, s32 StartFrame, s32 EndFrame, r32 SecondsPerFrame)
{
r32 TimeAtPoint = GetTimeFromPointInAnimationPanel(Point, PanelBounds, StartFrame, EndFrame, SecondsPerFrame);
s32 FrameAtPoint = (s32)(TimeAtPoint * SecondsPerFrame);
return FrameAtPoint;
}
inline s32
GetXPositionFromTimeInAnimationPanel (r32 Time, rect PanelBounds, s32 StartFrame, s32 EndFrame, r32 SecondsPerFrame)
{
r32 StartFrameTime = (r32)StartFrame * SecondsPerFrame;
r32 EndFrameTime = (r32)EndFrame * SecondsPerFrame;
s32 XPositionAtTime = GSRemap(Time, StartFrameTime, EndFrameTime, PanelBounds.Min.x, PanelBounds.Max.x);
return XPositionAtTime;
}
internal void
AddAnimationBlock(r32 StartTime, r32 EndTime, u32 AnimationProcHandle, animation_system* AnimationSystem)
{
animation_block NewBlock = {0};
NewBlock.StartTime = StartTime;
NewBlock.EndTime = EndTime;
NewBlock.AnimationProcHandle = AnimationProcHandle;
AnimationSystem->Blocks.PushElementOnList(NewBlock);
}
#define NEW_ANIMATION_BLOCK_DURATION 3
internal void
AddAnimationBlockAtCurrentTime (u32 AnimationProcHandle, animation_system* System)
{
r32 CurrentTime = System->Time;
AddAnimationBlock(CurrentTime, CurrentTime + NEW_ANIMATION_BLOCK_DURATION, AnimationProcHandle, System);
}
internal void
DeleteAnimationBlock(gs_list_handle AnimationBlockHandle, app_state* State)
{
State->AnimationSystem.Blocks.FreeElementWithHandle(AnimationBlockHandle);
State->SelectedAnimationBlockHandle = {0};
}
internal void
SelectAnimationBlock(gs_list_handle BlockHandle, app_state* State)
{
State->SelectedAnimationBlockHandle = BlockHandle;
}
internal void
DeselectCurrentAnimationBlock(app_state* State)
{
State->SelectedAnimationBlockHandle = {};
}
FOLDHAUS_INPUT_COMMAND_PROC(DeleteAnimationBlockCommand)
{
DeleteAnimationBlock(State->SelectedAnimationBlockHandle, State);
}
//
// Drag Time Marker
//
OPERATION_STATE_DEF(drag_time_marker_operation_state)
{
rect TimelineBounds;
s32 StartFrame;
s32 EndFrame;
};
OPERATION_RENDER_PROC(UpdateDragTimeMarker)
{
drag_time_marker_operation_state* OpState = (drag_time_marker_operation_state*)Operation.OpStateMemory;
r32 TimeAtMouseX = GetTimeFromPointInAnimationPanel(Mouse.Pos, OpState->TimelineBounds, OpState->StartFrame, OpState->EndFrame, State->AnimationSystem.SecondsPerFrame);
State->AnimationSystem.Time = TimeAtMouseX;
}
FOLDHAUS_INPUT_COMMAND_PROC(EndDragTimeMarker)
{
DeactivateCurrentOperationMode(&State->Modes);
}
input_command DragTimeMarkerCommands [] = {
{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Ended, EndDragTimeMarker },
};
internal void
StartDragTimeMarker(rect TimelineBounds, s32 PanelStartFrame, s32 PanelEndFrame, app_state* State)
{
operation_mode* DragTimeMarkerMode = ActivateOperationModeWithCommands(&State->Modes, DragTimeMarkerCommands, UpdateDragTimeMarker);
drag_time_marker_operation_state* OpState = CreateOperationState(DragTimeMarkerMode,
&State->Modes,
drag_time_marker_operation_state);
OpState->StartFrame = PanelStartFrame;
OpState->EndFrame = PanelEndFrame ;
OpState->TimelineBounds = TimelineBounds;
}
// --------------------
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//
// Drag Animation Clip
//
#define CLICK_ANIMATION_BLOCK_EDGE_MAX_SCREEN_DISTANCE 10
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OPERATION_STATE_DEF(drag_animation_clip_state)
{
rect TimelineBounds;
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r32 AnimationPanel_StartFrame;
r32 AnimationPanel_EndFrame;
r32 SelectedClip_InitialStartTime;
r32 SelectedClip_InitialEndTime;
};
OPERATION_RENDER_PROC(UpdateDragAnimationClip)
{
drag_animation_clip_state* OpState = (drag_animation_clip_state*)Operation.OpStateMemory;
s32 ClipInitialStartTimeXPosition = GetXPositionFromTimeInAnimationPanel(OpState->SelectedClip_InitialStartTime, OpState->TimelineBounds, OpState->AnimationPanel_StartFrame, OpState->AnimationPanel_EndFrame, State->AnimationSystem.SecondsPerFrame);
s32 ClipInitialEndTimeXPosition = GetXPositionFromTimeInAnimationPanel(OpState->SelectedClip_InitialEndTime, OpState->TimelineBounds, OpState->AnimationPanel_StartFrame, OpState->AnimationPanel_EndFrame, State->AnimationSystem.SecondsPerFrame);
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r32 TimeAtMouseDownX = GetTimeFromPointInAnimationPanel(Mouse.DownPos, OpState->TimelineBounds, OpState->AnimationPanel_StartFrame, OpState->AnimationPanel_EndFrame, State->AnimationSystem.SecondsPerFrame);
r32 TimeAtMouseX = GetTimeFromPointInAnimationPanel(Mouse.Pos, OpState->TimelineBounds, OpState->AnimationPanel_StartFrame, OpState->AnimationPanel_EndFrame, State->AnimationSystem.SecondsPerFrame);
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r32 TimeOffset = TimeAtMouseX - TimeAtMouseDownX;
animation_block* AnimationBlock = State->AnimationSystem.Blocks.GetElementWithHandle(State->SelectedAnimationBlockHandle);
if (GSAbs(Mouse.DownPos.x - ClipInitialStartTimeXPosition) < CLICK_ANIMATION_BLOCK_EDGE_MAX_SCREEN_DISTANCE)
{
AnimationBlock->StartTime = OpState->SelectedClip_InitialStartTime + TimeOffset;
}
else if (GSAbs(Mouse.DownPos.x - ClipInitialEndTimeXPosition) < CLICK_ANIMATION_BLOCK_EDGE_MAX_SCREEN_DISTANCE)
{
AnimationBlock->EndTime = OpState->SelectedClip_InitialEndTime + TimeOffset;
}
else
{
AnimationBlock->StartTime = OpState->SelectedClip_InitialStartTime + TimeOffset;
AnimationBlock->EndTime = OpState->SelectedClip_InitialEndTime + TimeOffset;
}
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}
input_command DragAnimationClipCommands [] = {
{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Ended, EndCurrentOperationMode },
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};
internal void
SelectAndBeginDragAnimationBlock(gs_list_handle BlockHandle, s32 PanelStartFrame, s32 PanelEndFrame, rect TimelineBounds, app_state* State)
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{
SelectAnimationBlock(BlockHandle, State);
operation_mode* DragAnimationClipMode = ActivateOperationModeWithCommands(&State->Modes, DragAnimationClipCommands, UpdateDragAnimationClip);
drag_animation_clip_state* OpState = CreateOperationState(DragAnimationClipMode,
&State->Modes,
drag_animation_clip_state);
OpState->TimelineBounds = TimelineBounds;
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OpState->AnimationPanel_StartFrame = PanelStartFrame;
OpState->AnimationPanel_EndFrame = PanelEndFrame ;
animation_block* SelectedBlock = State->AnimationSystem.Blocks.GetElementWithHandle(BlockHandle);
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OpState->SelectedClip_InitialStartTime = SelectedBlock->StartTime;
OpState->SelectedClip_InitialEndTime = SelectedBlock->EndTime;
}
// -------------------
FOLDHAUS_INPUT_COMMAND_PROC(AddAnimationBlockCommand)
{
panel_and_bounds ActivePanel = GetPanelContainingPoint(Mouse.Pos, &State->PanelSystem, State->WindowBounds);
r32 MouseDownPositionPercent = (Mouse.Pos.x - ActivePanel.Bounds.Min.x) / Width(ActivePanel.Bounds);
r32 NewBlockTimeStart = MouseDownPositionPercent * State->AnimationSystem.AnimationEnd;
#define NEW_BLOCK_DURATION 1
r32 NewBlockTimeEnd = NewBlockTimeStart + NEW_BLOCK_DURATION;
animation_block Block = {0};
Block.StartTime = NewBlockTimeStart;
Block.EndTime = NewBlockTimeEnd;
Block.AnimationProcHandle = 4;
gs_list_handle NewBlockHandle = State->AnimationSystem.Blocks.PushElementOnList(Block);
SelectAnimationBlock(NewBlockHandle, State);
}
input_command AnimationTimeline_Commands[] = {
{ KeyCode_X, KeyCode_Invalid, Command_Began, DeleteAnimationBlockCommand },
{ KeyCode_A, KeyCode_Invalid, Command_Began, AddAnimationBlockCommand },
};
s32 AnimationTimeline_CommandsCount = 2;
GSMetaTag(panel_init);
GSMetaTag(panel_type_animation_timeline);
internal void
AnimationTimeline_Init(panel* Panel, app_state* State)
{
}
GSMetaTag(panel_cleanup);
GSMetaTag(panel_type_animation_timeline);
internal void
AnimationTimeline_Cleanup(panel* Panel, app_state* State)
{
}
internal r32
DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBuffer, s32 StartFrame, s32 EndFrame, rect PanelBounds, mouse_state Mouse, app_state* State)
{
MakeStringBuffer(TempString, 256);
s32 FrameCount = EndFrame - StartFrame;
r32 FrameBarHeight = 24;
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v2 FrameBarMin = v2{PanelBounds.Min.x, PanelBounds.Max.y - FrameBarHeight};
v2 FrameBarMax = PanelBounds.Max;
PushRenderQuad2D(RenderBuffer, FrameBarMin, FrameBarMax, v4{.16f, .16f, .16f, 1.f});
// Mouse clicked inside frame nubmer bar -> change current frame on timeline
if (MouseButtonTransitionedDown(Mouse.LeftButtonState)
&& PointIsInRange(Mouse.DownPos, FrameBarMin, FrameBarMax))
{
StartDragTimeMarker(rect{FrameBarMin, FrameBarMax}, StartFrame, EndFrame, State);
}
// Frame Ticks
for (s32 f = 0; f < FrameCount; f += 10)
{
s32 Frame = StartFrame + f;
PrintF(&TempString, "%d", Frame);
r32 FramePercent = (r32)f / (r32)FrameCount;
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r32 FrameX = GSLerp(PanelBounds.Min.x, PanelBounds.Max.x, FramePercent);
v2 FrameTextPos = v2{FrameX, FrameBarMin.y + 2};
DrawString(RenderBuffer, TempString, State->Interface.Font, FrameTextPos, WhiteV4);
// Frame Vertical Slices
v2 LineTop = v2{FrameX, FrameBarMin.y};
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v2 LineBottom = v2{FrameX + 1, PanelBounds.Min.y};
PushRenderQuad2D(RenderBuffer, LineTop, LineBottom, v4{.16f, .16f, .16f, 1.f});
}
return FrameBarMin.y;
}
internal rect
DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, r32 SecondsPerFrame, s32 FrameCount, s32 StartFrame, rect TimelineBounds, render_command_buffer* RenderBuffer)
{
rect BlockBounds = {};
r32 TimelineWidth = Width(TimelineBounds);
s32 BlockStartFrame = AnimationBlock.StartTime / SecondsPerFrame;
r32 StartFramePercent = (r32)(BlockStartFrame - StartFrame) / (r32)FrameCount;
r32 StartPosition = TimelineWidth * StartFramePercent;
s32 BlockEndFrame = AnimationBlock.EndTime / SecondsPerFrame;
r32 EndFramePercent = (r32)(BlockEndFrame - StartFrame) / (r32)FrameCount;
r32 EndPosition = TimelineWidth * EndFramePercent;
BlockBounds.Min = TimelineBounds.Min + v2{StartPosition, 25};
BlockBounds.Max = TimelineBounds.Min + v2{EndPosition, 75};
PushRenderQuad2D(RenderBuffer, BlockBounds.Min, BlockBounds.Max, BlockColor);
PushRenderBoundingBox2D(RenderBuffer, BlockBounds.Min, BlockBounds.Max, 1, WhiteV4);
return BlockBounds;
}
internal gs_list_handle
DrawAnimationTimeline (animation_system* AnimationSystem, s32 StartFrame, s32 EndFrame, rect PanelBounds, gs_list_handle SelectedBlockHandle, render_command_buffer* RenderBuffer, app_state* State, mouse_state Mouse)
{
string TempString = MakeString(PushArray(&State->Transient, char, 256), 256);
s32 FrameCount = EndFrame - StartFrame;
gs_list_handle Result = SelectedBlockHandle;
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r32 AnimationPanelHeight = PanelBounds.Max.y - PanelBounds.Min.y;
r32 AnimationPanelWidth = PanelBounds.Max.x - PanelBounds.Min.x;
{
s32 FirstPlayableFrame = (AnimationSystem->AnimationStart / AnimationSystem->SecondsPerFrame);
s32 LastPlayableFrame = (AnimationSystem->AnimationEnd / AnimationSystem->SecondsPerFrame);
r32 FirstPlayablePercentX = ((r32)(FirstPlayableFrame - StartFrame) / (r32)FrameCount);
r32 LastPlayablePercentX = ((r32)(LastPlayableFrame - StartFrame) / (r32)FrameCount);
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v2 PlayableMin = v2{(FirstPlayablePercentX * AnimationPanelWidth) + PanelBounds.Min.x, PanelBounds.Min.y };
v2 PlayableMax = v2{(LastPlayablePercentX * AnimationPanelWidth) + PanelBounds.Min.x, PanelBounds.Max.y };
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PushRenderQuad2D(RenderBuffer, PanelBounds.Min, PanelBounds.Max, v4{.16f, .16f, .16f, 1.f});
PushRenderQuad2D(RenderBuffer, PlayableMin, PlayableMax, v4{.22f, .22f, .22f, 1.f});
}
r32 FrameBarBottom = DrawFrameBar(AnimationSystem, RenderBuffer, StartFrame, EndFrame, PanelBounds, Mouse, State);
// Animation Blocks
rect TimelineBounds = rect{ PanelBounds.Min, v2{PanelBounds.Max.x, FrameBarBottom} };
b32 MouseDownAndNotHandled = MouseButtonTransitionedDown(Mouse.LeftButtonState);
for (u32 i = 0; i < AnimationSystem->Blocks.Used; i++)
{
gs_list_entry<animation_block>* AnimationBlockEntry = AnimationSystem->Blocks.GetEntryAtIndex(i);
if (AnimationBlockEntry->Free.NextFreeEntry != 0) { continue; }
gs_list_handle CurrentBlockHandle = AnimationBlockEntry->Handle;
animation_block AnimationBlockAt = AnimationBlockEntry->Value;
v4 BlockColor = BlackV4;
if (GSListHandlesAreEqual(SelectedBlockHandle, CurrentBlockHandle))
{
BlockColor = PinkV4;
}
rect BlockBounds = DrawAnimationBlock(AnimationBlockAt, BlockColor, AnimationSystem->SecondsPerFrame, FrameCount, StartFrame, TimelineBounds, RenderBuffer);
if (PointIsInRange(Mouse.Pos, BlockBounds.Min, BlockBounds.Max)
&& MouseButtonTransitionedDown(Mouse.LeftButtonState))
{
MouseDownAndNotHandled = false;
SelectAndBeginDragAnimationBlock(CurrentBlockHandle, StartFrame, EndFrame, TimelineBounds, State);
}
}
// Time Slider
s32 SliderFrame = AnimationSystem->Time / AnimationSystem->SecondsPerFrame;
r32 TimePercent = (r32)(SliderFrame - StartFrame) / (r32)FrameCount;
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r32 SliderX = PanelBounds.Min.x + (AnimationPanelWidth * TimePercent);
v2 SliderMin = v2{SliderX, PanelBounds.Min.y};
v2 SliderMax = v2{SliderX + 1, PanelBounds.Max.y - 25};
v4 TimeSliderColor = v4{.36f, .52f, .78f, 1.f};
PushRenderQuad2D(RenderBuffer, SliderMin, SliderMax, TimeSliderColor);
r32 SliderHalfWidth = 10;
v2 HeadMin = v2{SliderX - SliderHalfWidth, SliderMax.y};
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v2 HeadMax = v2{SliderX + SliderHalfWidth, PanelBounds.Max.y};
PushRenderQuad2D(RenderBuffer, HeadMin, HeadMax, TimeSliderColor);
PrintF(&TempString, "%d", SliderFrame);
DrawString(RenderBuffer, TempString, State->Interface.Font, HeadMin + v2{4, 4}, WhiteV4);
if (MouseDownAndNotHandled && PointIsInRect(Mouse.Pos, TimelineBounds))
{
DeselectCurrentAnimationBlock(State);
}
return Result;
}
struct animation_clip
{
char* Name;
s32 NameLength;
animation_proc* Proc;
};
s32 GlobalAnimationClipsCount = 3;
animation_clip GlobalAnimationClips[] = {
{ "Test Pattern One", 16, TestPatternOne },
{ "Test Pattern Two", 16, TestPatternTwo },
{ "Test Pattern Three", 18, TestPatternThree },
};
internal void
DrawAnimationClipsList(rect PanelBounds, mouse_state Mouse, render_command_buffer* RenderBuffer, app_state* State)
{
v4 LineBGColors[] = {
{ .16f, .16f, .16f, 1.f },
{ .18f, .18f, .18f, 1.f },
};
interface_list List = {};
List.LineBGColors = LineBGColors;
List.LineBGColorsCount = sizeof(LineBGColors) / sizeof(LineBGColors[0]);
List.LineBGHoverColor = v4{ .22f, .22f, .22f, 1.f };
List.TextColor = WhiteV4;
List.ListBounds = PanelBounds;
List.ListElementDimensions = v2{
Width(PanelBounds),
(r32)(State->Interface.Font->PixelHeight + 8),
};
List.ElementLabelIndent = v2{10, 4};
string TitleString = MakeStringLiteral("Animation Clips");
DrawListElement(TitleString, &List, Mouse, RenderBuffer, State->Interface);
for (s32 i = 0; i < GlobalAnimationClipsCount; i++)
{
animation_clip Clip = GlobalAnimationClips[i];
string ClipName = MakeString(Clip.Name, Clip.NameLength);
rect ElementBounds = DrawListElement(ClipName, &List, Mouse, RenderBuffer, State->Interface);
if (MouseButtonTransitionedDown(Mouse.LeftButtonState)
&& PointIsInRect(Mouse.DownPos, ElementBounds))
{
AddAnimationBlockAtCurrentTime(i + 1, &State->AnimationSystem);
}
}
}
GSMetaTag(panel_render);
GSMetaTag(panel_type_animation_timeline);
internal void
AnimationTimeline_Render(panel Panel, rect PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context, mouse_state Mouse)
{
gs_list_handle SelectedBlockHandle = State->SelectedAnimationBlockHandle;
r32 OptionsRowHeight = 25;
rect AnimationClipListBounds = rect{
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PanelBounds.Min,
v2{PanelBounds.Min.x + 300, PanelBounds.Max.y - OptionsRowHeight},
};
rect TimelineBounds = rect{
v2{AnimationClipListBounds.Max.x, PanelBounds.Min.y},
v2{PanelBounds.Max.x, PanelBounds.Max.y - OptionsRowHeight},
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};
if (Height(TimelineBounds) > 0)
{
DrawAnimationClipsList(AnimationClipListBounds, Mouse, RenderBuffer, State);
s32 FrameStart = (s32)(State->AnimationSystem.AnimationStart / State->AnimationSystem.SecondsPerFrame);
s32 FrameEnd = (s32)(State->AnimationSystem.AnimationEnd / State->AnimationSystem.SecondsPerFrame);
SelectedBlockHandle = DrawAnimationTimeline(&State->AnimationSystem,
FrameStart - 20, FrameEnd + 20,
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TimelineBounds,
SelectedBlockHandle,
RenderBuffer, State, Mouse);
}
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v2 OptionsRowMin = v2{ PanelBounds.Min.x, TimelineBounds.Max.y };
v2 OptionsRowMax = PanelBounds.Max;
panel_result AnimationPanel = EvaluatePanel(RenderBuffer, OptionsRowMin, OptionsRowMax, State->Interface);
r32 ButtonWidth = 35;
v2 ButtonMin = v2{0, 0};
v2 ButtonMax = v2{35, OptionsRowHeight - 2};
v2 ButtonAt = v2{OptionsRowMin.x + 1, OptionsRowMin.y + 1};
button_result PauseResult = EvaluateButton(RenderBuffer,
ButtonAt + ButtonMin, ButtonAt + ButtonMax,
MakeStringLiteral("Pause"),
State->Interface, Mouse);
ButtonAt.x += ButtonWidth + 2;
button_result PlayResult = EvaluateButton(RenderBuffer,
ButtonAt + ButtonMin, ButtonAt + ButtonMax,
MakeStringLiteral("Play"),
State->Interface, Mouse);
ButtonAt.x += ButtonWidth + 2;
button_result StopResult = EvaluateButton(RenderBuffer,
ButtonAt + ButtonMin, ButtonAt + ButtonMax,
MakeStringLiteral("Stop"),
State->Interface, Mouse);
if (PauseResult.Pressed)
{
State->AnimationSystem.TimelineShouldAdvance = false;
}
if (PlayResult.Pressed)
{
State->AnimationSystem.TimelineShouldAdvance = true;
}
if (StopResult.Pressed)
{
State->AnimationSystem.TimelineShouldAdvance = false;
State->AnimationSystem.Time = 0;
}
}
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#define FOLDHAUS_PANEL_ANIMATION_TIMELINE_H
#endif // FOLDHAUS_PANEL_ANIMATION_TIMELINE_H