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
// Colors
global_variable v4 TimeSliderColor = v4{.36f, .52f, .78f, 1.f};
//
struct animation_timeline_state
{
frame_range VisibleRange;
};
inline u32
GetFrameFromPointInAnimationPanel(v2 Point, rect PanelBounds, frame_range VisibleRange)
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{
r32 HorizontalPercentOfBounds = (Point.x - PanelBounds.Min.x) / (PanelBounds.Max.x - PanelBounds.Min.x);
u32 VisibleFramesCount = GetFrameCount(VisibleRange);
u32 TimeAtPoint = (u32)(HorizontalPercentOfBounds * VisibleFramesCount) + VisibleRange.Min;
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return TimeAtPoint;
}
inline s32
GetXPositionFromFrameInAnimationPanel (u32 Frame, rect PanelBounds, frame_range VisibleRange)
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{
r32 PercentOfTimeline = (r32)(Frame - VisibleRange.Min) / (r32)GetFrameCount(VisibleRange);
s32 XPositionAtFrame = (PercentOfTimeline * Width(PanelBounds)) + PanelBounds.Min.x;
return XPositionAtFrame;
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}
internal gs_list_handle
AddAnimationBlockAtCurrentTime (u32 AnimationProcHandle, u32 Layer, animation_system* System)
{
u32 NewBlockStart = System->CurrentFrame;
u32 NewBlockEnd = NewBlockStart + SecondsToFrames(3, *System);
gs_list_handle Result = AddAnimationBlock(NewBlockStart, NewBlockEnd, AnimationProcHandle, Layer, System);
return Result;
}
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)
{
if(ListHandleIsValid(State->SelectedAnimationBlockHandle))
{
RemoveAnimationBlock(State->SelectedAnimationBlockHandle, &State->AnimationSystem);
State->SelectedAnimationBlockHandle = {0};
}
}
//
// 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;
frame_range Range = { OpState->StartFrame, OpState->EndFrame };
u32 FrameAtMouseX = GetFrameFromPointInAnimationPanel(Mouse.Pos, OpState->TimelineBounds, Range);
State->AnimationSystem.CurrentFrame = FrameAtMouseX;
}
FOLDHAUS_INPUT_COMMAND_PROC(EndDragTimeMarker)
{
DeactivateCurrentOperationMode(&State->Modes);
}
input_command DragTimeMarkerCommands [] = {
{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Ended, EndDragTimeMarker },
};
internal void
StartDragTimeMarker(rect TimelineBounds, frame_range VisibleFrames, 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 = VisibleFrames.Min;
OpState->EndFrame = VisibleFrames.Max;
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;
frame_range VisibleRange;
frame_range ClipRange;
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};
internal u32
AttemptToSnapPosition(u32 SnappingFrame, u32 SnapToFrame)
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{
u32 Result = SnappingFrame;
s32 SnapDistance = 5;
if (GSAbs((s32)SnappingFrame - (s32)SnapToFrame) <= SnapDistance)
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{
Result = SnapToFrame;
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}
return Result;
}
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OPERATION_RENDER_PROC(UpdateDragAnimationClip)
{
drag_animation_clip_state* OpState = (drag_animation_clip_state*)Operation.OpStateMemory;
r32 ClipInitialStartFrameXPercent = FrameToPercentRange(OpState->ClipRange.Min, OpState->VisibleRange);
u32 ClipInitialStartFrameXPosition = GSLerp(OpState->TimelineBounds.Min.x,
OpState->TimelineBounds.Max.x,
ClipInitialStartFrameXPercent);
r32 ClipInitialEndFrameXPercent = FrameToPercentRange(OpState->ClipRange.Max, OpState->VisibleRange);
u32 ClipInitialEndFrameXPosition = GSLerp(OpState->TimelineBounds.Min.x,
OpState->TimelineBounds.Max.x,
ClipInitialEndFrameXPercent);
u32 FrameAtMouseDownX = GetFrameFromPointInAnimationPanel(Mouse.DownPos, OpState->TimelineBounds, OpState->VisibleRange);
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u32 FrameAtMouseX = GetFrameFromPointInAnimationPanel(Mouse.Pos, OpState->TimelineBounds, OpState->VisibleRange);
s32 FrameOffset = (s32)FrameAtMouseX - (s32)FrameAtMouseDownX;
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animation_block* AnimationBlock = State->AnimationSystem.Blocks.GetElementWithHandle(State->SelectedAnimationBlockHandle);
if (!AnimationBlock)
{
EndCurrentOperationMode(State, {}, Mouse);
return;
}
if (GSAbs(Mouse.DownPos.x - ClipInitialStartFrameXPosition) < CLICK_ANIMATION_BLOCK_EDGE_MAX_SCREEN_DISTANCE)
{
s32 NewStartFrame = OpState->ClipRange.Min + FrameOffset;
if (FrameOffset < 0)
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{
for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
{
gs_list_entry<animation_block>* OtherBlockEntry = State->AnimationSystem.Blocks.GetEntryAtIndex(i);
if (EntryIsFree(OtherBlockEntry)) { continue; }
animation_block OtherBlock = OtherBlockEntry->Value;
NewStartFrame = AttemptToSnapPosition(NewStartFrame, OtherBlock.Range.Max);
}
}
else
{
if (NewStartFrame >= AnimationBlock->Range.Max)
{
NewStartFrame = AnimationBlock->Range.Max - 1;
}
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}
AnimationBlock->Range.Min = NewStartFrame;
}
else if (GSAbs(Mouse.DownPos.x - ClipInitialEndFrameXPosition) < CLICK_ANIMATION_BLOCK_EDGE_MAX_SCREEN_DISTANCE)
{
r32 NewEndFrame = OpState->ClipRange.Max + FrameOffset;
if (FrameOffset > 0)
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{
for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
{
gs_list_entry<animation_block>* OtherBlockEntry = State->AnimationSystem.Blocks.GetEntryAtIndex(i);
if (EntryIsFree(OtherBlockEntry)) { continue; }
animation_block OtherBlock = OtherBlockEntry->Value;
NewEndFrame = AttemptToSnapPosition(NewEndFrame, OtherBlock.Range.Min);
}
}
else
{
if(NewEndFrame <= AnimationBlock->Range.Min)
{
NewEndFrame = AnimationBlock->Range.Min + 1;
}
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}
AnimationBlock->Range.Max = NewEndFrame;
}
else
{
u32 NewStartFrame = OpState->ClipRange.Min + FrameOffset;
u32 NewEndFrame = OpState->ClipRange.Max + FrameOffset;
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for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
{
gs_list_entry<animation_block>* OtherBlockEntry = State->AnimationSystem.Blocks.GetEntryAtIndex(i);
if (EntryIsFree(OtherBlockEntry)) { continue; }
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animation_block OtherBlock = OtherBlockEntry->Value;
u32 SnapFramesAmount = 0;
if (FrameOffset > 0)
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{
u32 FinalEndFrame = AttemptToSnapPosition(NewEndFrame, OtherBlock.Range.Min);
SnapFramesAmount = FinalEndFrame - NewEndFrame;
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}
else if (FrameOffset < 0)
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{
u32 FinalStartFrame = AttemptToSnapPosition(NewStartFrame, OtherBlock.Range.Max);
SnapFramesAmount = FinalStartFrame - NewStartFrame;
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}
NewEndFrame += SnapFramesAmount;
NewStartFrame += SnapFramesAmount;
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}
AnimationBlock->Range.Min = NewStartFrame;
AnimationBlock->Range.Max = NewEndFrame;
}
s32 PlayableStartFrame = State->AnimationSystem.PlayableRange.Min;
s32 PlayableEndFrame = State->AnimationSystem.PlayableRange.Max;
AnimationBlock->Range.Min = (u32)GSClamp(PlayableStartFrame, (s32)AnimationBlock->Range.Min, PlayableEndFrame);
AnimationBlock->Range.Max = (u32)GSClamp(PlayableStartFrame, (s32)AnimationBlock->Range.Max, PlayableEndFrame);
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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, frame_range VisibleRange, 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;
OpState->VisibleRange = VisibleRange;
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animation_block* SelectedBlock = State->AnimationSystem.Blocks.GetElementWithHandle(BlockHandle);
OpState->ClipRange = SelectedBlock->Range;
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}
// -------------------
FOLDHAUS_INPUT_COMMAND_PROC(AddAnimationBlockCommand)
{
panel_and_bounds ActivePanel = GetPanelContainingPoint(Mouse.Pos, &State->PanelSystem, State->WindowBounds);
frame_range Range = State->AnimationSystem.PlayableRange;
u32 MouseDownFrame = GetFrameFromPointInAnimationPanel(Mouse.Pos, ActivePanel.Bounds, Range);
gs_list_handle NewBlockHandle = AddAnimationBlock(MouseDownFrame, MouseDownFrame + SecondsToFrames(3, State->AnimationSystem), 4, State->SelectedAnimationLayer, &State->AnimationSystem);
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)
{
// TODO: :FreePanelMemory
animation_timeline_state* TimelineState = PushStruct(&State->Permanent, animation_timeline_state);
TimelineState->VisibleRange = State->AnimationSystem.PlayableRange;
Panel->PanelStateMemory = (u8*)TimelineState;
}
GSMetaTag(panel_cleanup);
GSMetaTag(panel_type_animation_timeline);
internal void
AnimationTimeline_Cleanup(panel* Panel, app_state* State)
{
}
internal void
DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBuffer, frame_range VisibleFrames, rect BarBounds, mouse_state Mouse, app_state* State)
{
MakeStringBuffer(TempString, 256);
s32 VisibleFrameCount = VisibleFrames.Max - VisibleFrames.Min;
r32 BarHeight = Height(BarBounds);
r32 BarWidth = Width(BarBounds);
PushRenderQuad2D(RenderBuffer, RectExpand(BarBounds), v4{.16f, .16f, .16f, 1.f});
// Mouse clicked inside frame nubmer bar -> change current frame on timeline
if (MouseButtonTransitionedDown(Mouse.LeftButtonState) &&
PointIsInRange(Mouse.DownPos, RectExpand(BarBounds)))
{
StartDragTimeMarker(BarBounds, VisibleFrames, State);
}
// Frame Ticks
u32 TickCount = 10;
for (u32 Tick = 0; Tick < TickCount; Tick++)
{
r32 Percent = (r32)Tick / (r32)TickCount;
u32 Frame = PercentToFrameInRange(Percent, VisibleFrames);
PrintF(&TempString, "%d", Frame);
r32 FramePercent = FrameToPercentRange(Frame, VisibleFrames);
r32 FrameX = GSLerp(BarBounds.Min.x, BarBounds.Max.x, FramePercent);
v2 FrameTextPos = v2{FrameX, BarBounds.Min.y + 2};
DrawString(RenderBuffer, TempString, State->Interface.Font, FrameTextPos, WhiteV4);
}
// Time Slider
if (FrameIsInRange(AnimationSystem->CurrentFrame, VisibleFrames))
{
r32 FrameAtPercentVisibleRange = FrameToPercentRange(AnimationSystem->CurrentFrame, VisibleFrames);
r32 SliderX = GSLerp(BarBounds.Min.x, BarBounds.Max.x, FrameAtPercentVisibleRange);
u32 FrameNumberCharCount = GetU32NumberOfCharactersNeeded(AnimationSystem->CurrentFrame);
// space for each character + a margin on either side
r32 SliderWidth = (8 * FrameNumberCharCount) + 8;
r32 SliderHalfWidth = SliderWidth / 2.f;
v2 HeadMin = v2{SliderX - SliderHalfWidth, BarBounds.Min.y};
v2 HeadMax = v2{SliderX + SliderHalfWidth, BarBounds.Max.y};
PushRenderQuad2D(RenderBuffer, HeadMin, HeadMax, TimeSliderColor);
PrintF(&TempString, "%d", AnimationSystem->CurrentFrame);
DrawString(RenderBuffer, TempString, State->Interface.Font, HeadMin + v2{6, 4}, WhiteV4);
}
}
internal frame_range
DrawTimelineRangeBar (animation_system* AnimationSystem, animation_timeline_state* TimelineState, render_command_buffer* RenderBuffer, rect BarBounds, mouse_state Mouse)
{
frame_range Result = {0};
r32 BarHeight = Height(BarBounds);
r32 BarWidth = Width(BarBounds);
PushRenderQuad2D(RenderBuffer, RectExpand(BarBounds), v4{.16f, .16f, .16f, 1.f});
r32 PlayableFrames = (r32)GetFrameCount(AnimationSystem->PlayableRange);
v2 SliderBarDim = v2{25, BarHeight};
// Convert Frames To Pixels
r32 VisibleMinPercentPlayable = FrameToPercentRange(TimelineState->VisibleRange.Min, AnimationSystem->PlayableRange);
r32 VisibleMaxPercentPlayable = FrameToPercentRange(TimelineState->VisibleRange.Max, AnimationSystem->PlayableRange);
v2 RangeMinSliderMin = v2{BarBounds.Min.x + (VisibleMinPercentPlayable * Width(BarBounds)), BarBounds.Min.y};
v2 RangeMaxSliderMin = v2{BarBounds.Min.x + (VisibleMaxPercentPlayable * Width(BarBounds)) - 25, BarBounds.Min.y};
if (MouseButtonHeldDown(Mouse.LeftButtonState) ||
MouseButtonTransitionedUp(Mouse.LeftButtonState))
{
v2 MouseDragOffset = Mouse.Pos - Mouse.DownPos;
if (PointIsInRange(Mouse.DownPos, RangeMinSliderMin, RangeMinSliderMin + SliderBarDim))
{
r32 NewSliderX = RangeMinSliderMin.x + MouseDragOffset.x;
RangeMinSliderMin.x = GSClamp(BarBounds.Min.x, NewSliderX, RangeMaxSliderMin.x - SliderBarDim.x);
}
if (PointIsInRange(Mouse.DownPos, RangeMaxSliderMin, RangeMaxSliderMin + SliderBarDim))
{
r32 NewSliderX = RangeMaxSliderMin.x + MouseDragOffset.x;
RangeMaxSliderMin.x = GSClamp(RangeMinSliderMin.x + SliderBarDim.x, NewSliderX, BarBounds.Max.x - SliderBarDim.x);
}
}
v2 RangeMinSliderMax = v2{RangeMinSliderMin.x + 25, BarBounds.Max.y};
v2 RangeMaxSliderMax = v2{RangeMaxSliderMin.x + 25, BarBounds.Max.y};
PushRenderQuad2D(RenderBuffer, RangeMinSliderMin, RangeMinSliderMax, v4{.8f, .8f, .8f, 1.f});
PushRenderQuad2D(RenderBuffer, RangeMaxSliderMin, RangeMaxSliderMax, v4{.8f, .8f, .8f, 1.f});
// Convert Pixels Back To Frames and store
VisibleMinPercentPlayable = (RangeMinSliderMin.x - BarBounds.Min.x) / BarWidth;
VisibleMaxPercentPlayable = (RangeMaxSliderMax.x - BarBounds.Min.x) / BarWidth;
u32 VisibleFrameCount = GetFrameCount(AnimationSystem->PlayableRange);
Result.Min = VisibleMinPercentPlayable * VisibleFrameCount;
Result.Max = VisibleMaxPercentPlayable * VisibleFrameCount;
if (MouseButtonTransitionedUp(Mouse.LeftButtonState))
{
TimelineState->VisibleRange = Result;
}
return Result;
}
#define LAYER_HEIGHT 52
internal void
DrawLayerMenu(animation_system* AnimationSystem, rect PanelDim, render_command_buffer* RenderBuffer, app_state* State, mouse_state Mouse)
{
v2 LayerDim = { Width(PanelDim), LAYER_HEIGHT };
v2 LayerListMin = PanelDim.Min + v2{0, 24};
for (u32 LayerIndex = 0; LayerIndex < AnimationSystem->LayersCount; LayerIndex++)
{
anim_layer* Layer = AnimationSystem->Layers + LayerIndex;
rect LayerBounds = {0};
LayerBounds.Min = { LayerListMin.x, LayerListMin.y + (LayerDim.y * LayerIndex) };
LayerBounds.Max = LayerBounds.Min + LayerDim;
if (MouseButtonTransitionedDown(Mouse.LeftButtonState) &&
PointIsInRect(Mouse.Pos, LayerBounds))
{
State->SelectedAnimationLayer = LayerIndex;
}
v2 LayerTextPos = { LayerBounds.Min.x + 6, LayerBounds.Max.y - 16};
if (State->SelectedAnimationLayer == LayerIndex)
{
PushRenderBoundingBox2D(RenderBuffer, RectExpand(LayerBounds), 1, WhiteV4);
}
DrawString(RenderBuffer, Layer->Name, State->Interface.Font, LayerTextPos, WhiteV4);
}
}
internal rect
DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, frame_range VisibleFrames, rect TimelineBounds, render_command_buffer* RenderBuffer)
{
rect BlockBounds = {};
r32 TimelineWidth = Width(TimelineBounds);
u32 ClampedBlockStartFrame = ClampFrameToRange(AnimationBlock.Range.Min, VisibleFrames);
r32 StartFramePercent = FrameToPercentRange(ClampedBlockStartFrame, VisibleFrames);
r32 StartPosition = TimelineWidth * StartFramePercent;
u32 ClampedBlockEndFrame = ClampFrameToRange(AnimationBlock.Range.Max, VisibleFrames);
r32 EndFramePercent = FrameToPercentRange(ClampedBlockEndFrame, VisibleFrames);
r32 EndPosition = TimelineWidth * EndFramePercent;
r32 LayerYOffset = LAYER_HEIGHT * AnimationBlock.Layer;
BlockBounds.Min = TimelineBounds.Min + v2{StartPosition, LayerYOffset};
BlockBounds.Max = TimelineBounds.Min + v2{EndPosition, LayerYOffset + LAYER_HEIGHT};
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, animation_timeline_state* TimelineState, 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);
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;
rect LayerMenuBounds = {0};
LayerMenuBounds.Min = PanelBounds.Min;
LayerMenuBounds.Max = { PanelBounds.Min.x + 256, PanelBounds.Max.y };
rect TimeRangeBarBounds = {0};
TimeRangeBarBounds.Min = BottomRight(LayerMenuBounds);
TimeRangeBarBounds.Max = { PanelBounds.Max.x, PanelBounds.Min.y + 24 };
rect FrameBarBounds = {0};
FrameBarBounds.Min = { LayerMenuBounds.Max.x, PanelBounds.Max.y - 32 };
FrameBarBounds.Max = PanelBounds.Max;
rect TimelineBounds = {0};
TimelineBounds.Min = TopLeft(TimeRangeBarBounds);
TimelineBounds.Max = BottomRight(FrameBarBounds);
DrawLayerMenu(AnimationSystem, LayerMenuBounds, RenderBuffer, State, Mouse);
frame_range AdjustedViewRange = {0};
AdjustedViewRange = DrawTimelineRangeBar(AnimationSystem, TimelineState, RenderBuffer, TimeRangeBarBounds, Mouse);
s32 VisibleFrameCount = AdjustedViewRange.Max - AdjustedViewRange.Min;
DrawFrameBar(AnimationSystem, RenderBuffer, AdjustedViewRange, FrameBarBounds, Mouse, State);
// Timeline
PushRenderQuad2D(RenderBuffer, RectExpand(TimelineBounds), v4{.25f, .25f, .25f, 1.f});
// Animation Blocks
b32 MouseDownAndNotHandled = MouseButtonTransitionedDown(Mouse.LeftButtonState);
gs_list_handle DragBlockHandle = {0};
for (u32 i = 0; i < AnimationSystem->Blocks.Used; i++)
{
gs_list_entry<animation_block>* AnimationBlockEntry = AnimationSystem->Blocks.GetEntryAtIndex(i);
if (EntryIsFree(AnimationBlockEntry)) { continue; }
gs_list_handle CurrentBlockHandle = AnimationBlockEntry->Handle;
animation_block AnimationBlockAt = AnimationBlockEntry->Value;
// If either end is in the range, we should draw it
b32 RangeIsVisible = (FrameIsInRange(AnimationBlockAt.Range.Min, AdjustedViewRange) ||
FrameIsInRange(AnimationBlockAt.Range.Max, AdjustedViewRange));
// If neither end is in the range, but the ends surround the visible range,
// we should still draw it.
RangeIsVisible |= (AnimationBlockAt.Range.Min <= AdjustedViewRange.Min &&
AnimationBlockAt.Range.Max>= AdjustedViewRange.Max);
if (RangeIsVisible)
{
v4 BlockColor = BlackV4;
if (GSListHandlesAreEqual(SelectedBlockHandle, CurrentBlockHandle))
{
BlockColor = PinkV4;
}
rect BlockBounds = DrawAnimationBlock(AnimationBlockAt, BlockColor, AdjustedViewRange, TimelineBounds, RenderBuffer);
if (PointIsInRange(Mouse.Pos, BlockBounds.Min, BlockBounds.Max))
{
DragBlockHandle = CurrentBlockHandle;
}
}
}
if (MouseDownAndNotHandled && ListHandleIsValid(DragBlockHandle))
{
MouseDownAndNotHandled = false;
SelectAndBeginDragAnimationBlock(DragBlockHandle, AdjustedViewRange, TimelineBounds, State);
}
// Time Slider
if (FrameIsInRange(AnimationSystem->CurrentFrame, AdjustedViewRange))
{
r32 FrameAtPercentVisibleRange = FrameToPercentRange(AnimationSystem->CurrentFrame, AdjustedViewRange);
r32 SliderX = GSLerp(TimelineBounds.Min.x, TimelineBounds.Max.x, FrameAtPercentVisibleRange);
v2 SliderMin = v2{SliderX, TimelineBounds.Min.y};
v2 SliderMax = v2{SliderX + 1, TimelineBounds.Max.y};
PushRenderQuad2D(RenderBuffer, SliderMin, SliderMax, TimeSliderColor);
}
PushRenderBoundingBox2D(RenderBuffer, RectExpand(TimeRangeBarBounds), 1.f, RedV4);
PushRenderBoundingBox2D(RenderBuffer, RectExpand(FrameBarBounds), 1.f, TealV4);
PushRenderBoundingBox2D(RenderBuffer, RectExpand(TimelineBounds), 1.f, PinkV4);
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->SelectedAnimationLayer, &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)
{
animation_timeline_state* TimelineState = (animation_timeline_state*)Panel.PanelStateMemory;
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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};
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if (Height(TimelineBounds) > 0)
{
SelectedBlockHandle = DrawAnimationTimeline(&State->AnimationSystem,
TimelineState,
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TimelineBounds,
SelectedBlockHandle,
RenderBuffer, State, Mouse);
DrawAnimationClipsList(AnimationClipListBounds, Mouse, RenderBuffer, State);
}
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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.CurrentFrame = 0;
}
}
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#define FOLDHAUS_PANEL_ANIMATION_TIMELINE_H
#endif // FOLDHAUS_PANEL_ANIMATION_TIMELINE_H