Fixed a problem with the dragging of animation clips. Releasing the button wouldn't stop dragging.
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780ccbd1a3
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0cb97b3c9a
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@ -70,17 +70,18 @@ ClampFrameToRange(u32 Frame, timeline_frame_range Range)
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//
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inline u32
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GetFrameFromPointInAnimationPanel(v2 Point, rect PanelBounds, u32 StartFrame, u32 EndFrame)
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GetFrameFromPointInAnimationPanel(v2 Point, rect PanelBounds, timeline_frame_range VisibleRange)
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{
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r32 HorizontalPercentOfBounds = (Point.x - PanelBounds.Min.x) / (PanelBounds.Max.x - PanelBounds.Min.x);
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u32 TimeAtPoint = (u32)(HorizontalPercentOfBounds * (EndFrame - StartFrame)) + StartFrame;
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u32 VisibleFramesCount = GetFrameCount(VisibleRange);
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u32 TimeAtPoint = (u32)(HorizontalPercentOfBounds * VisibleFramesCount) + VisibleRange.FrameMin;
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return TimeAtPoint;
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}
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inline s32
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GetXPositionFromFrameInAnimationPanel (u32 Frame, rect PanelBounds, s32 StartFrame, s32 EndFrame)
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GetXPositionFromFrameInAnimationPanel (u32 Frame, rect PanelBounds, timeline_frame_range VisibleRange)
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{
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r32 PercentOfTimeline = (r32)(Frame - StartFrame) / (r32)(EndFrame - StartFrame);
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r32 PercentOfTimeline = (r32)(Frame - VisibleRange.FrameMin) / (r32)GetFrameCount(VisibleRange);
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s32 XPositionAtFrame = (PercentOfTimeline * Width(PanelBounds)) + PanelBounds.Min.x;
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return XPositionAtFrame;
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}
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@ -147,7 +148,8 @@ OPERATION_STATE_DEF(drag_time_marker_operation_state)
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OPERATION_RENDER_PROC(UpdateDragTimeMarker)
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{
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drag_time_marker_operation_state* OpState = (drag_time_marker_operation_state*)Operation.OpStateMemory;
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u32 FrameAtMouseX = GetFrameFromPointInAnimationPanel(Mouse.Pos, OpState->TimelineBounds, OpState->StartFrame, OpState->EndFrame);
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timeline_frame_range Range = { (u32)OpState->StartFrame, (u32)OpState->EndFrame };
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u32 FrameAtMouseX = GetFrameFromPointInAnimationPanel(Mouse.Pos, OpState->TimelineBounds, Range);
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State->AnimationSystem.CurrentFrame = FrameAtMouseX;
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}
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@ -184,10 +186,8 @@ StartDragTimeMarker(rect TimelineBounds, timeline_frame_range VisibleFrames, app
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OPERATION_STATE_DEF(drag_animation_clip_state)
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{
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rect TimelineBounds;
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s32 AnimationPanel_StartFrame;
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s32 AnimationPanel_EndFrame;
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s32 SelectedClip_InitialStartFrame;
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s32 SelectedClip_InitialEndFrame;
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timeline_frame_range VisibleRange;
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timeline_frame_range ClipRange;
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};
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internal u32
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@ -206,12 +206,18 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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{
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drag_animation_clip_state* OpState = (drag_animation_clip_state*)Operation.OpStateMemory;
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u32 ClipInitialStartFrameXPosition = GetXPositionFromFrameInAnimationPanel(OpState->SelectedClip_InitialStartFrame, OpState->TimelineBounds, OpState->AnimationPanel_StartFrame, OpState->AnimationPanel_EndFrame);
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u32 ClipInitialEndFrameXPosition = GetXPositionFromFrameInAnimationPanel(OpState->SelectedClip_InitialEndFrame, OpState->TimelineBounds, OpState->AnimationPanel_StartFrame, OpState->AnimationPanel_EndFrame);
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r32 ClipInitialStartFrameXPercent = FrameToPercentRange(OpState->ClipRange.FrameMin, OpState->VisibleRange);
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u32 ClipInitialStartFrameXPosition = GSLerp(OpState->TimelineBounds.Min.x,
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OpState->TimelineBounds.Max.x,
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ClipInitialStartFrameXPercent);
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r32 ClipInitialEndFrameXPercent = FrameToPercentRange(OpState->ClipRange.FrameMax, OpState->VisibleRange);
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u32 ClipInitialEndFrameXPosition = GSLerp(OpState->TimelineBounds.Min.x,
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OpState->TimelineBounds.Max.x,
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ClipInitialEndFrameXPercent);
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u32 FrameAtMouseDownX = GetFrameFromPointInAnimationPanel(Mouse.DownPos, OpState->TimelineBounds, OpState->AnimationPanel_StartFrame, OpState->AnimationPanel_EndFrame);
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u32 FrameAtMouseDownX = GetFrameFromPointInAnimationPanel(Mouse.DownPos, OpState->TimelineBounds, OpState->VisibleRange);
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u32 FrameAtMouseX = GetFrameFromPointInAnimationPanel(Mouse.Pos, OpState->TimelineBounds, OpState->AnimationPanel_StartFrame, OpState->AnimationPanel_EndFrame);
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u32 FrameAtMouseX = GetFrameFromPointInAnimationPanel(Mouse.Pos, OpState->TimelineBounds, OpState->VisibleRange);
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s32 FrameOffset = (s32)FrameAtMouseX - (s32)FrameAtMouseDownX;
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animation_block* AnimationBlock = State->AnimationSystem.Blocks.GetElementWithHandle(State->SelectedAnimationBlockHandle);
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@ -223,7 +229,7 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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if (GSAbs(Mouse.DownPos.x - ClipInitialStartFrameXPosition) < CLICK_ANIMATION_BLOCK_EDGE_MAX_SCREEN_DISTANCE)
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{
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u32 NewStartFrame = OpState->SelectedClip_InitialStartFrame + FrameOffset;
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u32 NewStartFrame = OpState->ClipRange.FrameMin + FrameOffset;
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if (FrameOffset < 0)
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{
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for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
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@ -245,7 +251,7 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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}
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else if (GSAbs(Mouse.DownPos.x - ClipInitialEndFrameXPosition) < CLICK_ANIMATION_BLOCK_EDGE_MAX_SCREEN_DISTANCE)
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{
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r32 NewEndFrame = OpState->SelectedClip_InitialEndFrame + FrameOffset;
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r32 NewEndFrame = OpState->ClipRange.FrameMax + FrameOffset;
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if (FrameOffset > 0)
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{
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for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
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@ -267,8 +273,8 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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}
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else
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{
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u32 NewStartFrame = OpState->SelectedClip_InitialStartFrame + FrameOffset;
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u32 NewEndFrame = OpState->SelectedClip_InitialEndFrame + FrameOffset;
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u32 NewStartFrame = OpState->ClipRange.FrameMin + FrameOffset;
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u32 NewEndFrame = OpState->ClipRange.FrameMax + FrameOffset;
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for (u32 i = 0; i < State->AnimationSystem.Blocks.Used; i++)
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{
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gs_list_entry<animation_block>* OtherBlockEntry = State->AnimationSystem.Blocks.GetEntryAtIndex(i);
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@ -293,10 +299,10 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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AnimationBlock->EndFrame = NewEndFrame;
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}
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s32 VisibleStartFrame = OpState->AnimationPanel_StartFrame;
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s32 VisibleEndFrame = OpState->AnimationPanel_EndFrame;
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AnimationBlock->StartFrame = (u32)GSClamp(VisibleStartFrame, (s32)AnimationBlock->StartFrame, VisibleEndFrame);
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AnimationBlock->EndFrame = (u32)GSClamp(VisibleStartFrame, (s32)AnimationBlock->EndFrame, VisibleEndFrame);
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s32 PlayableStartFrame = State->AnimationSystem.StartFrame;
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s32 PlayableEndFrame = State->AnimationSystem.EndFrame;
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AnimationBlock->StartFrame = (u32)GSClamp(PlayableStartFrame, (s32)AnimationBlock->StartFrame, PlayableEndFrame);
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AnimationBlock->EndFrame = (u32)GSClamp(PlayableStartFrame, (s32)AnimationBlock->EndFrame, PlayableEndFrame);
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}
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input_command DragAnimationClipCommands [] = {
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@ -314,19 +320,19 @@ SelectAndBeginDragAnimationBlock(gs_list_handle BlockHandle, timeline_frame_rang
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&State->Modes,
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drag_animation_clip_state);
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OpState->TimelineBounds = TimelineBounds;
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OpState->AnimationPanel_StartFrame = VisibleRange.FrameMin;
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OpState->AnimationPanel_EndFrame = VisibleRange.FrameMax;
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OpState->VisibleRange = VisibleRange;
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animation_block* SelectedBlock = State->AnimationSystem.Blocks.GetElementWithHandle(BlockHandle);
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OpState->SelectedClip_InitialStartFrame = SelectedBlock->StartFrame;
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OpState->SelectedClip_InitialEndFrame = SelectedBlock->EndFrame;
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OpState->ClipRange.FrameMin = SelectedBlock->StartFrame;
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OpState->ClipRange.FrameMax = SelectedBlock->EndFrame;
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}
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// -------------------
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FOLDHAUS_INPUT_COMMAND_PROC(AddAnimationBlockCommand)
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{
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panel_and_bounds ActivePanel = GetPanelContainingPoint(Mouse.Pos, &State->PanelSystem, State->WindowBounds);
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u32 MouseDownFrame = GetFrameFromPointInAnimationPanel(Mouse.Pos, ActivePanel.Bounds, State->AnimationSystem.StartFrame, State->AnimationSystem.EndFrame);
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timeline_frame_range Range = { (u32)State->AnimationSystem.StartFrame, (u32)State->AnimationSystem.EndFrame };
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u32 MouseDownFrame = GetFrameFromPointInAnimationPanel(Mouse.Pos, ActivePanel.Bounds, Range);
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gs_list_handle NewBlockHandle = AddAnimationBlock(MouseDownFrame, MouseDownFrame + SecondsToFrames(3, State->AnimationSystem), 4, &State->AnimationSystem);
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SelectAnimationBlock(NewBlockHandle, State);
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}
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@ -387,10 +393,6 @@ DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBu
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r32 FrameX = GSLerp(BarBounds.Min.x, BarBounds.Max.x, FramePercent);
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v2 FrameTextPos = v2{FrameX, BarBounds.Min.y + 2};
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DrawString(RenderBuffer, TempString, State->Interface.Font, FrameTextPos, WhiteV4);
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// Frame Vertical Slices
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v2 LineTop = v2{FrameX, BarBounds.Min.y};
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v2 LineBottom = v2{FrameX + 1, BarBounds.Min.y};
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PushRenderQuad2D(RenderBuffer, LineTop, LineBottom, v4{.16f, .16f, .16f, 1.f});
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}
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// Time Slider
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