106 lines
4.2 KiB
C
106 lines
4.2 KiB
C
/*
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* This software is licensed under the terms of the MIT License.
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
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*/
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#pragma once
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#include "taisei.h"
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// In principle, playing an animation does not require any state, just a call to
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// get_animation_frame will get you the right sprite out of a sequence. But if
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// you want easy queueing and seamless switching between animation sequences,
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// you can use an AniPlayer.
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//
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// It works like this: AniPlayer contains a queue where you can enqueue
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// animation sequences using aniplayer_queue. Then the player will count as many
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// loops/frames as you specified and once done, go to the next queue entry. If
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// there is no other queue entry, the current entry is looped until something is
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// added. Then the queue will switch at the next sequence endpoint for seamlessness.
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//
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// For aniplayer_queue takes a number of minimum loops that should be played
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// before the animation is switched (remember it goes on forever if there is
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// nothing to follow). For convenience there is also aniplayer_queue_frames
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// which allows you to specify a minimum number of frames.
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//
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// If you need to go to a new sequence asap but still in a seamless way you can use
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// aniplayer_soft_switch to forget about the queue and do your sequence directly
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// after the currently running one.
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//
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// If that is still not okay for you (You just need to switch instantly, I
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// respect that) you can call aniplayer_hard_switch to switch to a new sequence
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// directly. This won’t be seamless though. Seamlessness is the biggest quirk of
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// this api because it typically delays things and you need to queue early
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// enough to get the queue transition at the right time.
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//
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// Examples:
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//
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// 1. make Hina spin one loop
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//
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// aniplayer_queue(&h->ani, "guruguru", 1);
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// aniplayer_queue(&h->ani, "main", 0);
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//
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// The second line is important. Giving 0 minloops as an argument is common.
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// It just means that the animation should not play longer than need be.
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// In fact, having a call with minloops != 0 not followed by another call does
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// not make much sense. If you want to play n-loops you need to provide
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// something to switch to.
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//
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// 2. make Cirno flex for 30 frames
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//
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// aniplayer_queue_frames(&c->ani, "(9)", 30);
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// aniplayer_queue(&c->ani, "main", 0);
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//
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// Same story. This flavor is also useful in some spells.
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//
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// 3. make Cirno flex for the whole spell
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//
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// aniplayer_queue(&c->ani, "(9)", 0);
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//
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// 4. make the player react to an input instantly
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//
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// aniplayer_hard_switch(&plr->ani, "right", 0);
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//
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// Similar examples occur throughout the code so if you want context, you can just look there.
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//
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#include "resource/animation.h"
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#include "list.h"
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typedef struct AniQueueEntry AniQueueEntry;
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struct AniQueueEntry{
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LIST_INTERFACE(AniQueueEntry);
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AniSequence *sequence;
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int clock; // frame counter. As long as clock < duration this entry will keep running
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int duration; // number of frames this sequence will be drawn
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};
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typedef struct AniPlayer AniPlayer;
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struct AniPlayer{
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Animation *ani;
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LIST_ANCHOR(AniQueueEntry) queue;
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int queuesize;
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};
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void aniplayer_create(AniPlayer *plr, Animation *ani, const char *startsequence) attr_nonnull(1, 2);
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void aniplayer_free(AniPlayer *plr);
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// AniPlayer version of animation_get_frame.
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Sprite *aniplayer_get_frame(AniPlayer *plr) attr_nonnull(1);
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// See comment above for these three stooges.
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AniQueueEntry *aniplayer_queue(AniPlayer *plr, const char *seqname, int minloops) attr_nonnull(1);
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AniQueueEntry *aniplayer_soft_switch(AniPlayer *plr, const char *seqname, int minloops) attr_nonnull(1);
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AniQueueEntry *aniplayer_hard_switch(AniPlayer *plr, const char *seqname, int minloops) attr_nonnull(1);
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// This fourth stooge also queues a sequence but for at least the given amount of frames
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// Useful in the stage code.
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AniQueueEntry *aniplayer_queue_frames(AniPlayer *plr, const char *seqname, int minframes) attr_nonnull(1);
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// AniPlayers need to be actively updated in order to tick (unlike most of
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// the rest of the game which just uses global.frames as a counter). So you
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// need to call this function once per frame to make an animation move.
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void aniplayer_update(AniPlayer *plr) attr_nonnull(1);
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