Converted evertthing over to useing frame ranges
This commit is contained in:
parent
bfa31882e5
commit
3a20883a49
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@ -8,10 +8,15 @@
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#define ANIMATION_PROC(name) void name(assembly* Assembly, r32 Time)
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typedef ANIMATION_PROC(animation_proc);
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struct frame_range
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{
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u32 Min;
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u32 Max;
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};
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struct animation_block
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{
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u32 StartFrame;
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u32 EndFrame;
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frame_range Range;
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u32 AnimationProcHandle;
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u32 Layer;
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};
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@ -32,9 +37,7 @@ struct animation_system
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b32 TimelineShouldAdvance;
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// Timeline
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// TODO(Peter): Reverse these. Should be FrameStart and FrameEnd for consistency
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r32 StartFrame;
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r32 EndFrame;
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frame_range PlayableRange;
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};
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internal u32
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@ -44,5 +47,49 @@ SecondsToFrames(r32 Seconds, animation_system System)
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return Result;
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}
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inline b32
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FrameIsInRange(u32 Frame, frame_range Range)
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{
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b32 Result = (Frame >= Range.Min) && (Frame <= Range.Max);
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return Result;
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}
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internal u32
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GetFrameCount(frame_range Range)
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{
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u32 Result = Range.Max - Range.Min;
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return Result;
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}
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internal r32
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FrameToPercentRange(s32 Frame, frame_range Range)
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{
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r32 Result = (r32)(Frame - Range.Min);
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Result = Result / GetFrameCount(Range);
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return Result;
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}
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internal u32
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PercentToFrameInRange(r32 Percent, frame_range Range)
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{
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u32 Result = Range.Min + (u32)(Percent * GetFrameCount(Range));
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return Result;
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}
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internal u32
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ClampFrameToRange(u32 Frame, frame_range Range)
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{
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u32 Result = Frame;
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if (Result < Range.Min)
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{
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Result = Range.Min;
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}
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else if (Result > Range.Max)
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{
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Result = Range.Max;
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}
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return Result;
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}
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#define FOLDHAUS_ANIMATION
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#endif // FOLDHAUS_ANIMATION
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#endif // FOLDHAUS_ANIMATION
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@ -188,8 +188,8 @@ INITIALIZE_APPLICATION(InitializeApplication)
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{ // Animation PLAYGROUND
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State->AnimationSystem = {};
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State->AnimationSystem.SecondsPerFrame = 1.f / 24.f;
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State->AnimationSystem.StartFrame = 0;
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State->AnimationSystem.EndFrame = SecondsToFrames(15, State->AnimationSystem);
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State->AnimationSystem.PlayableRange.Min = 0;
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State->AnimationSystem.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem);
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} // End Animation Playground
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@ -324,7 +324,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
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// is tied to the framerate of the simulation. That seems correct to me, but I'm not sure
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State->AnimationSystem.CurrentFrame += 1;
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// Loop back to the beginning
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if (State->AnimationSystem.CurrentFrame > State->AnimationSystem.EndFrame)
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if (State->AnimationSystem.CurrentFrame > State->AnimationSystem.PlayableRange.Max)
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{
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State->AnimationSystem.CurrentFrame = 0;
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}
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@ -342,14 +342,14 @@ UPDATE_AND_RENDER(UpdateAndRender)
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if (!EntryIsFree(BlockEntry))
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{
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animation_block Block = BlockEntry->Value;
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if (CurrentFrame >= Block.StartFrame && CurrentFrame <= Block.EndFrame)
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if (CurrentFrame >= Block.Range.Min && CurrentFrame <= Block.Range.Max)
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{
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for (u32 j = 0; j < State->ActiveAssemblyIndecies.Used; j++)
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{
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gs_list_handle AssemblyHandle = *State->ActiveAssemblyIndecies.GetElementAtIndex(j);
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assembly* Assembly = State->AssemblyList.GetElementWithHandle(AssemblyHandle);
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u32 FramesIntoBlock = CurrentFrame - Block.StartFrame;
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u32 FramesIntoBlock = CurrentFrame - Block.Range.Min;
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r32 SecondsIntoBlock = FramesIntoBlock * State->AnimationSystem.SecondsPerFrame;
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// TODO(Peter): Temporary
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switch(Block.AnimationProcHandle)
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@ -11,77 +11,22 @@ global_variable v4 TimeSliderColor = v4{.36f, .52f, .78f, 1.f};
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//
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struct animation_timeline_state
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{
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s32 VisibleFrameRangeMin;
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s32 VisibleFrameRangeMax;
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frame_range VisibleRange;
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};
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// TODO(Peter): Move this over to the animation system just as frame_range
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struct timeline_frame_range
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{
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u32 FrameMin;
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u32 FrameMax;
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};
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inline b32
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FrameIsInRange(u32 Frame, timeline_frame_range Range)
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{
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b32 Result = (Frame >= Range.FrameMin) && (Frame <= Range.FrameMax);
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return Result;
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}
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internal u32
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GetFrameCount(timeline_frame_range Range)
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{
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u32 Result = Range.FrameMax - Range.FrameMin;
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return Result;
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}
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internal r32
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FrameToPercentRange(s32 Frame, timeline_frame_range Range)
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{
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r32 Result = (r32)(Frame - Range.FrameMin);
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Result = Result / GetFrameCount(Range);
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return Result;
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}
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internal u32
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PercentToFrameInRange(r32 Percent, timeline_frame_range Range)
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{
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u32 Result = Range.FrameMin + (u32)(Percent * GetFrameCount(Range));
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return Result;
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}
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internal u32
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ClampFrameToRange(u32 Frame, timeline_frame_range Range)
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{
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u32 Result = Frame;
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if (Result < Range.FrameMin)
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{
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Result = Range.FrameMin;
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}
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else if (Result > Range.FrameMax)
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{
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Result = Range.FrameMax;
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}
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return Result;
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}
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//
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//
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inline u32
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GetFrameFromPointInAnimationPanel(v2 Point, rect PanelBounds, timeline_frame_range VisibleRange)
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GetFrameFromPointInAnimationPanel(v2 Point, rect PanelBounds, 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 VisibleFramesCount = GetFrameCount(VisibleRange);
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u32 TimeAtPoint = (u32)(HorizontalPercentOfBounds * VisibleFramesCount) + VisibleRange.FrameMin;
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u32 TimeAtPoint = (u32)(HorizontalPercentOfBounds * VisibleFramesCount) + VisibleRange.Min;
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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, timeline_frame_range VisibleRange)
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GetXPositionFromFrameInAnimationPanel (u32 Frame, rect PanelBounds, frame_range VisibleRange)
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{
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r32 PercentOfTimeline = (r32)(Frame - VisibleRange.FrameMin) / (r32)GetFrameCount(VisibleRange);
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r32 PercentOfTimeline = (r32)(Frame - VisibleRange.Min) / (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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@ -91,8 +36,8 @@ AddAnimationBlock(u32 StartFrame, u32 EndFrame, u32 AnimationProcHandle, animati
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{
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gs_list_handle Result = {0};
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animation_block NewBlock = {0};
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NewBlock.StartFrame = StartFrame;
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NewBlock.EndFrame = EndFrame;
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NewBlock.Range.Min = StartFrame;
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NewBlock.Range.Max = EndFrame;
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NewBlock.AnimationProcHandle = AnimationProcHandle;
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Result = AnimationSystem->Blocks.PushElementOnList(NewBlock);
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return Result;
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@ -148,7 +93,7 @@ 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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timeline_frame_range Range = { (u32)OpState->StartFrame, (u32)OpState->EndFrame };
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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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@ -163,15 +108,15 @@ input_command DragTimeMarkerCommands [] = {
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};
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internal void
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StartDragTimeMarker(rect TimelineBounds, timeline_frame_range VisibleFrames, app_state* State)
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StartDragTimeMarker(rect TimelineBounds, frame_range VisibleFrames, app_state* State)
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{
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operation_mode* DragTimeMarkerMode = ActivateOperationModeWithCommands(&State->Modes, DragTimeMarkerCommands, UpdateDragTimeMarker);
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drag_time_marker_operation_state* OpState = CreateOperationState(DragTimeMarkerMode,
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&State->Modes,
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drag_time_marker_operation_state);
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OpState->StartFrame = VisibleFrames.FrameMin;
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OpState->EndFrame = VisibleFrames.FrameMax;
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OpState->StartFrame = VisibleFrames.Min;
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OpState->EndFrame = VisibleFrames.Max;
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OpState->TimelineBounds = TimelineBounds;
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}
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@ -186,8 +131,8 @@ 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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timeline_frame_range VisibleRange;
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timeline_frame_range ClipRange;
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frame_range VisibleRange;
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frame_range ClipRange;
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};
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internal u32
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@ -206,11 +151,11 @@ 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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r32 ClipInitialStartFrameXPercent = FrameToPercentRange(OpState->ClipRange.FrameMin, OpState->VisibleRange);
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r32 ClipInitialStartFrameXPercent = FrameToPercentRange(OpState->ClipRange.Min, 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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r32 ClipInitialEndFrameXPercent = FrameToPercentRange(OpState->ClipRange.Max, 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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@ -229,7 +174,7 @@ 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->ClipRange.FrameMin + FrameOffset;
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u32 NewStartFrame = OpState->ClipRange.Min + 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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@ -237,21 +182,21 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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gs_list_entry<animation_block>* OtherBlockEntry = State->AnimationSystem.Blocks.GetEntryAtIndex(i);
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if (OtherBlockEntry->Free.NextFreeEntry != 0) { continue; }
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animation_block OtherBlock = OtherBlockEntry->Value;
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NewStartFrame = AttemptToSnapPosition(NewStartFrame, OtherBlock.EndFrame);
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NewStartFrame = AttemptToSnapPosition(NewStartFrame, OtherBlock.Range.Max);
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}
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}
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else
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{
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if (NewStartFrame >= AnimationBlock->EndFrame)
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if (NewStartFrame >= AnimationBlock->Range.Max)
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{
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NewStartFrame = AnimationBlock->EndFrame - 1;
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NewStartFrame = AnimationBlock->Range.Max - 1;
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}
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}
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AnimationBlock->StartFrame = NewStartFrame;
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AnimationBlock->Range.Min = NewStartFrame;
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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->ClipRange.FrameMax + FrameOffset;
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r32 NewEndFrame = OpState->ClipRange.Max + 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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@ -259,22 +204,22 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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gs_list_entry<animation_block>* OtherBlockEntry = State->AnimationSystem.Blocks.GetEntryAtIndex(i);
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if (OtherBlockEntry->Free.NextFreeEntry != 0) { continue; }
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animation_block OtherBlock = OtherBlockEntry->Value;
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NewEndFrame = AttemptToSnapPosition(NewEndFrame, OtherBlock.StartFrame);
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NewEndFrame = AttemptToSnapPosition(NewEndFrame, OtherBlock.Range.Min);
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}
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}
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else
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{
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if(NewEndFrame <= AnimationBlock->StartFrame)
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if(NewEndFrame <= AnimationBlock->Range.Min)
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{
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NewEndFrame = AnimationBlock->StartFrame + 1;
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NewEndFrame = AnimationBlock->Range.Min + 1;
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}
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}
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AnimationBlock->EndFrame = NewEndFrame;
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AnimationBlock->Range.Max = NewEndFrame;
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}
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else
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{
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u32 NewStartFrame = OpState->ClipRange.FrameMin + FrameOffset;
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u32 NewEndFrame = OpState->ClipRange.FrameMax + FrameOffset;
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u32 NewStartFrame = OpState->ClipRange.Min + FrameOffset;
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u32 NewEndFrame = OpState->ClipRange.Max + 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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@ -284,25 +229,25 @@ OPERATION_RENDER_PROC(UpdateDragAnimationClip)
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u32 SnapFramesAmount = 0;
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if (FrameOffset > 0)
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{
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u32 FinalEndFrame = AttemptToSnapPosition(NewEndFrame, OtherBlock.StartFrame);
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u32 FinalEndFrame = AttemptToSnapPosition(NewEndFrame, OtherBlock.Range.Min);
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SnapFramesAmount = FinalEndFrame - NewEndFrame;
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}
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else if (FrameOffset < 0)
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{
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u32 FinalStartFrame = AttemptToSnapPosition(NewStartFrame, OtherBlock.EndFrame);
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u32 FinalStartFrame = AttemptToSnapPosition(NewStartFrame, OtherBlock.Range.Max);
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SnapFramesAmount = FinalStartFrame - NewStartFrame;
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}
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NewEndFrame += SnapFramesAmount;
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NewStartFrame += SnapFramesAmount;
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}
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AnimationBlock->StartFrame = NewStartFrame;
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AnimationBlock->EndFrame = NewEndFrame;
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AnimationBlock->Range.Min = NewStartFrame;
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AnimationBlock->Range.Max = NewEndFrame;
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}
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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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s32 PlayableStartFrame = State->AnimationSystem.PlayableRange.Min;
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s32 PlayableEndFrame = State->AnimationSystem.PlayableRange.Max;
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AnimationBlock->Range.Min = (u32)GSClamp(PlayableStartFrame, (s32)AnimationBlock->Range.Min, PlayableEndFrame);
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AnimationBlock->Range.Max = (u32)GSClamp(PlayableStartFrame, (s32)AnimationBlock->Range.Max, PlayableEndFrame);
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}
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input_command DragAnimationClipCommands [] = {
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@ -310,7 +255,7 @@ input_command DragAnimationClipCommands [] = {
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};
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internal void
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SelectAndBeginDragAnimationBlock(gs_list_handle BlockHandle, timeline_frame_range VisibleRange, rect TimelineBounds, app_state* State)
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SelectAndBeginDragAnimationBlock(gs_list_handle BlockHandle, frame_range VisibleRange, rect TimelineBounds, app_state* State)
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{
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SelectAnimationBlock(BlockHandle, State);
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@ -323,15 +268,14 @@ SelectAndBeginDragAnimationBlock(gs_list_handle BlockHandle, timeline_frame_rang
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OpState->VisibleRange = VisibleRange;
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animation_block* SelectedBlock = State->AnimationSystem.Blocks.GetElementWithHandle(BlockHandle);
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OpState->ClipRange.FrameMin = SelectedBlock->StartFrame;
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OpState->ClipRange.FrameMax = SelectedBlock->EndFrame;
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OpState->ClipRange = SelectedBlock->Range;
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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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timeline_frame_range Range = { (u32)State->AnimationSystem.StartFrame, (u32)State->AnimationSystem.EndFrame };
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frame_range Range = State->AnimationSystem.PlayableRange;
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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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@ -350,8 +294,7 @@ AnimationTimeline_Init(panel* Panel, app_state* State)
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{
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// TODO: :FreePanelMemory
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animation_timeline_state* TimelineState = PushStruct(&State->Permanent, animation_timeline_state);
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TimelineState->VisibleFrameRangeMin = State->AnimationSystem.StartFrame;
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TimelineState->VisibleFrameRangeMax = State->AnimationSystem.EndFrame;
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TimelineState->VisibleRange = State->AnimationSystem.PlayableRange;
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Panel->PanelStateMemory = (u8*)TimelineState;
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}
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@ -364,11 +307,11 @@ AnimationTimeline_Cleanup(panel* Panel, app_state* State)
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}
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internal void
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DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBuffer, timeline_frame_range VisibleFrames, rect BarBounds, mouse_state Mouse, app_state* State)
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DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBuffer, frame_range VisibleFrames, rect BarBounds, mouse_state Mouse, app_state* State)
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{
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MakeStringBuffer(TempString, 256);
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s32 VisibleFrameCount = VisibleFrames.FrameMax - VisibleFrames.FrameMin;
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s32 VisibleFrameCount = VisibleFrames.Max - VisibleFrames.Min;
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r32 BarHeight = Height(BarBounds);
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r32 BarWidth = Width(BarBounds);
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@ -414,23 +357,23 @@ DrawFrameBar (animation_system* AnimationSystem, render_command_buffer* RenderBu
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}
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}
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internal timeline_frame_range
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internal frame_range
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DrawTimelineRangeBar (animation_system* AnimationSystem, animation_timeline_state* TimelineState, render_command_buffer* RenderBuffer, rect BarBounds, mouse_state Mouse)
|
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{
|
||||
timeline_frame_range Result = {0};
|
||||
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)(AnimationSystem->EndFrame - AnimationSystem->StartFrame);
|
||||
r32 PlayableFrames = (r32)GetFrameCount(AnimationSystem->PlayableRange);
|
||||
v2 SliderBarDim = v2{25, BarHeight};
|
||||
|
||||
// Convert Frames To Pixels
|
||||
// TODO(Peter): When the animation system is storing a frame range rather than individual values
|
||||
// come back and use the utility functions here
|
||||
r32 RangeMinPercentPlayable = (r32)(TimelineState->VisibleFrameRangeMin - AnimationSystem->StartFrame) / PlayableFrames;
|
||||
r32 RangeMaxPercentPlayable = (r32)(TimelineState->VisibleFrameRangeMax - AnimationSystem->StartFrame) / PlayableFrames;
|
||||
r32 RangeMinPercentPlayable = FrameToPercentRange(AnimationSystem->PlayableRange.Min, TimelineState->VisibleRange);
|
||||
r32 RangeMaxPercentPlayable = FrameToPercentRange(AnimationSystem->PlayableRange.Max, TimelineState->VisibleRange);
|
||||
v2 RangeMinSliderMin = v2{BarBounds.Min.x + (RangeMinPercentPlayable * Width(BarBounds)), BarBounds.Min.y};
|
||||
v2 RangeMaxSliderMin = v2{BarBounds.Min.x + (RangeMaxPercentPlayable * Width(BarBounds)) - 25, BarBounds.Min.y};
|
||||
|
||||
|
@ -458,31 +401,30 @@ DrawTimelineRangeBar (animation_system* AnimationSystem, animation_timeline_stat
|
|||
// Convert Pixels Back To Frames and store
|
||||
RangeMinPercentPlayable = (RangeMinSliderMin.x - BarBounds.Min.x) / BarWidth;
|
||||
RangeMaxPercentPlayable = (RangeMaxSliderMax.x - BarBounds.Min.x) / BarWidth;
|
||||
u32 VisibleFrameCount = AnimationSystem->EndFrame - AnimationSystem->StartFrame;
|
||||
Result.FrameMin = RangeMinPercentPlayable * VisibleFrameCount;
|
||||
Result.FrameMax = RangeMaxPercentPlayable * VisibleFrameCount;
|
||||
u32 VisibleFrameCount = GetFrameCount(AnimationSystem->PlayableRange);
|
||||
Result.Min = RangeMinPercentPlayable * VisibleFrameCount;
|
||||
Result.Max = RangeMaxPercentPlayable * VisibleFrameCount;
|
||||
|
||||
if (MouseButtonTransitionedUp(Mouse.LeftButtonState))
|
||||
{
|
||||
TimelineState->VisibleFrameRangeMin = Result.FrameMin;
|
||||
TimelineState->VisibleFrameRangeMax = Result.FrameMax;
|
||||
TimelineState->VisibleRange = Result;
|
||||
}
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
internal rect
|
||||
DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, timeline_frame_range VisibleFrames, rect TimelineBounds, render_command_buffer* RenderBuffer)
|
||||
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.StartFrame, VisibleFrames);
|
||||
u32 ClampedBlockStartFrame = ClampFrameToRange(AnimationBlock.Range.Min, VisibleFrames);
|
||||
r32 StartFramePercent = FrameToPercentRange(ClampedBlockStartFrame, VisibleFrames);
|
||||
r32 StartPosition = TimelineWidth * StartFramePercent;
|
||||
|
||||
u32 ClampedBlockEndFrame = ClampFrameToRange(AnimationBlock.EndFrame, VisibleFrames);
|
||||
u32 ClampedBlockEndFrame = ClampFrameToRange(AnimationBlock.Range.Max, VisibleFrames);
|
||||
r32 EndFramePercent = FrameToPercentRange(ClampedBlockEndFrame, VisibleFrames);
|
||||
r32 EndPosition = TimelineWidth * EndFramePercent;
|
||||
|
||||
|
@ -495,6 +437,27 @@ DrawAnimationBlock (animation_block AnimationBlock, v4 BlockColor, timeline_fram
|
|||
return BlockBounds;
|
||||
}
|
||||
|
||||
internal void
|
||||
DrawLayerMenu(animation_system* AnimationSystem, rect PanelDim, render_command_buffer* RenderBuffer, app_state* State, mouse_state Mouse)
|
||||
{
|
||||
string TempString = MakeString(PushArray(&State->Transient, char, 256), 256);
|
||||
v2 LayerDim = { Width(PanelDim), 32 };
|
||||
|
||||
v2 LayerListMin = PanelDim.Min + v2{0, 32};
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
PrintF(&TempString, "Layer %d", i);
|
||||
|
||||
rect LayerBounds = {0};
|
||||
LayerBounds.Min = { LayerListMin.x, LayerListMin.y + (LayerDim.y * i) };
|
||||
LayerBounds.Max = LayerBounds.Min + LayerDim;
|
||||
|
||||
v2 LayerTextPos = LayerBounds.Min + v2{6, 4};
|
||||
PushRenderBoundingBox2D(RenderBuffer, RectExpand(LayerBounds), 1, WhiteV4);
|
||||
DrawString(RenderBuffer, TempString, State->Interface.Font, LayerTextPos, WhiteV4);
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
|
@ -504,24 +467,33 @@ DrawAnimationTimeline (animation_system* AnimationSystem, animation_timeline_sta
|
|||
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 = PanelBounds.Min;
|
||||
TimeRangeBarBounds.Min = BottomRight(LayerMenuBounds);
|
||||
TimeRangeBarBounds.Max = { PanelBounds.Max.x, PanelBounds.Min.y + 24 };
|
||||
|
||||
rect FrameBarBounds = {0};
|
||||
FrameBarBounds.Min = { PanelBounds.Min.x, PanelBounds.Max.y - 32 };
|
||||
FrameBarBounds.Min = { LayerMenuBounds.Max.x, PanelBounds.Max.y - 32 };
|
||||
FrameBarBounds.Max = PanelBounds.Max;
|
||||
|
||||
rect TimelineBounds = {0};
|
||||
TimelineBounds.Min = TopLeft(TimeRangeBarBounds);
|
||||
TimelineBounds.Max = BottomRight(FrameBarBounds);
|
||||
|
||||
timeline_frame_range AdjustedViewRange = {0};
|
||||
DrawLayerMenu(AnimationSystem, LayerMenuBounds, RenderBuffer, State, Mouse);
|
||||
|
||||
frame_range AdjustedViewRange = {0};
|
||||
AdjustedViewRange = DrawTimelineRangeBar(AnimationSystem, TimelineState, RenderBuffer, TimeRangeBarBounds, Mouse);
|
||||
s32 VisibleFrameCount = AdjustedViewRange.FrameMax - AdjustedViewRange.FrameMin;
|
||||
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);
|
||||
for (u32 i = 0; i < AnimationSystem->Blocks.Used; i++)
|
||||
|
@ -533,12 +505,12 @@ DrawAnimationTimeline (animation_system* AnimationSystem, animation_timeline_sta
|
|||
animation_block AnimationBlockAt = AnimationBlockEntry->Value;
|
||||
|
||||
// If either end is in the range, we should draw it
|
||||
b32 RangeIsVisible = (FrameIsInRange(AnimationBlockAt.StartFrame, AdjustedViewRange) ||
|
||||
FrameIsInRange(AnimationBlockAt.EndFrame, AdjustedViewRange));
|
||||
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.StartFrame <= AdjustedViewRange.FrameMin &&
|
||||
AnimationBlockAt.EndFrame >= AdjustedViewRange.FrameMax);
|
||||
RangeIsVisible |= (AnimationBlockAt.Range.Min <= AdjustedViewRange.Min &&
|
||||
AnimationBlockAt.Range.Max>= AdjustedViewRange.Max);
|
||||
if (RangeIsVisible)
|
||||
{
|
||||
v4 BlockColor = BlackV4;
|
||||
|
@ -575,13 +547,13 @@ DrawAnimationTimeline (animation_system* AnimationSystem, animation_timeline_sta
|
|||
|
||||
|
||||
{
|
||||
r32 FirstPlayablePercentX = FrameToPercentRange(AnimationSystem->StartFrame, AdjustedViewRange);
|
||||
r32 LastPlayablePercentX = FrameToPercentRange(AnimationSystem->EndFrame, AdjustedViewRange);
|
||||
r32 FirstPlayablePercentX = FrameToPercentRange(AnimationSystem->PlayableRange.Min, AdjustedViewRange);
|
||||
r32 LastPlayablePercentX = FrameToPercentRange(AnimationSystem->PlayableRange.Max, AdjustedViewRange);
|
||||
|
||||
v2 PlayableMin = v2{(FirstPlayablePercentX * AnimationPanelWidth) + PanelBounds.Min.x, PanelBounds.Min.y };
|
||||
v2 PlayableMax = v2{(LastPlayablePercentX * AnimationPanelWidth) + PanelBounds.Min.x, PanelBounds.Max.y };
|
||||
|
||||
PushRenderQuad2D(RenderBuffer, PanelBounds.Min, PanelBounds.Max, v4{.16f, .16f, .16f, 1.f});
|
||||
|
||||
PushRenderQuad2D(RenderBuffer, PlayableMin, PlayableMax, v4{.22f, .22f, .22f, 1.f});
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue