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431 lines
10 KiB
C++
431 lines
10 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std_afx.h"
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#include "object_viewer.h"
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#include "animation_dlg.h"
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#include <math.h>
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#include <nel/misc/time_nl.h>
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using namespace NLMISC;
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using namespace NL3D;
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#define SPEED_FOREWARD 3
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/////////////////////////////////////////////////////////////////////////////
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// CAnimationDlg dialog
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CAnimationDlg::CAnimationDlg(class CObjectViewer* main, CWnd* pParent /*=NULL*/)
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: CDialog(CAnimationDlg::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CAnimationDlg)
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End = 0.0f;
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Speed = 30.0f;
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Start = 0.0f;
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Loop = TRUE;
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UICurrentFrame = 0;
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CurrentFrame = 0.0f;
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Inplace = FALSE;
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IncPos = TRUE;
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//}}AFX_DATA_INIT
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LastFrame = 0;
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Playing=false;
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Main=main;
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}
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void CAnimationDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CAnimationDlg)
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DDX_Control(pDX, IDC_FRW, FRWCtrl);
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DDX_Control(pDX, IDC_FFW, FFWCtrl);
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DDX_Control(pDX, IDC_TIME_LINE, TimeLineCtrl);
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DDX_Control(pDX, IDC_PLAY, PlayCtrl);
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DDX_Control(pDX, IDC_STOP, StopCtrl);
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DDX_Text(pDX, IDC_END_EDIT, End);
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DDX_Text(pDX, IDC_SPEED, Speed);
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DDX_Text(pDX, IDC_START_EDIT, Start);
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DDX_Check(pDX, IDC_LOOP, Loop);
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DDX_Text(pDX, IDC_CURRENT_FRAME, UICurrentFrame);
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DDX_Check(pDX, IDC_INPLACE, Inplace);
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DDX_Check(pDX, IDC_INC_POS, IncPos);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CAnimationDlg, CDialog)
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//{{AFX_MSG_MAP(CAnimationDlg)
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ON_BN_CLICKED(IDC_END, OnEnd)
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ON_BN_CLICKED(IDC_PLAY, OnPlay)
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ON_BN_CLICKED(IDC_STOP, OnStop)
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ON_EN_CHANGE(IDC_CURRENT_FRAME, OnChangeCurrentFrame)
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ON_EN_CHANGE(IDC_END_EDIT, OnChangeEndEdit)
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ON_EN_CHANGE(IDC_SPEED, OnChangeSpeed)
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ON_BN_CLICKED(IDC_START, OnStart)
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ON_EN_CHANGE(IDC_START_EDIT, OnChangeStartEdit)
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ON_WM_HSCROLL()
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ON_WM_DESTROY()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CAnimationDlg message handlers
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void CAnimationDlg::OnEnd()
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{
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UpdateData ();
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CurrentFrame=End;
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LastFrame=End;
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UICurrentFrame=(int)CurrentFrame;
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UpdateData (FALSE);
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updateBar ();
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}
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void CAnimationDlg::OnPlay()
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{
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// play
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UpdateData ();
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StopCtrl.SetCheck (0);
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PlayCtrl.SetCheck (1);
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PlayCtrl.EnableWindow (FALSE);
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StopCtrl.EnableWindow (TRUE);
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if (!Playing)
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{
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Playing=true;
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}
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Main->enableFXs(true);
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}
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void CAnimationDlg::OnStop()
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{
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// Is checked ?
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UpdateData ();
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Playing=false;
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StopCtrl.SetCheck (1);
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PlayCtrl.SetCheck (0);
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PlayCtrl.EnableWindow (TRUE);
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StopCtrl.EnableWindow (FALSE);
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UpdateData (FALSE);
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Main->enableFXs(false);
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}
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void CAnimationDlg::OnChangeCurrentFrame()
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{
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// TODO: If this is a RICHEDIT control, the control will not
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// send this notification unless you override the CDialog::OnInitDialog()
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// function and call CRichEditCtrl().SetEventMask()
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// with the ENM_CHANGE flag ORed into the mask.
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// Update values
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UpdateData ();
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// Clamp current frame
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clamp (UICurrentFrame, (int)Start, (int)End);
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CurrentFrame=(float)UICurrentFrame;
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LastFrame=CurrentFrame;
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// Update
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updateBar ();
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UpdateData (FALSE);
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}
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void CAnimationDlg::OnChangeEndEdit()
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{
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// TODO: If this is a RICHEDIT control, the control will not
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// send this notification unless you override the CDialog::OnInitDialog()
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// function and call CRichEditCtrl().SetEventMask()
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// with the ENM_CHANGE flag ORed into the mask.
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// TODO: Add your control notification handler code here
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// Update values
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UpdateData ();
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// Clamp current frame
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if (End<Start)
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Start=End;
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if (End<CurrentFrame)
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{
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CurrentFrame=End;
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LastFrame=End;
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}
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UICurrentFrame=(int)CurrentFrame;
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// Update
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UpdateData (FALSE);
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Main->setAnimTime (Start, End);
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}
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void CAnimationDlg::OnChangeSpeed()
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{
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// TODO: If this is a RICHEDIT control, the control will not
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// send this notification unless you override the CDialog::OnInitDialog()
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// function and call CRichEditCtrl().SetEventMask()
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// with the ENM_CHANGE flag ORed into the mask.
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UpdateData();
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if (Speed<=0.001f)
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Speed=0.001f;
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Start=Speed*Start;
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End=Speed*End;
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UpdateData(FALSE);
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Main->setAnimTime (Start, End);
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}
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void CAnimationDlg::OnStart()
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{
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UpdateData ();
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CurrentFrame=Start;
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LastFrame=Start;
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UICurrentFrame=(int)CurrentFrame;
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UpdateData (FALSE);
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updateBar ();
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}
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void CAnimationDlg::OnChangeStartEdit()
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{
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// TODO: If this is a RICHEDIT control, the control will not
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// send this notification unless you override the CDialog::OnInitDialog()
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// function and call CRichEditCtrl().SetEventMask()
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// with the ENM_CHANGE flag ORed into the mask.
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// Update values
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UpdateData ();
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// Clamp current frame
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if (End<Start)
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End=Start;
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if (CurrentFrame<Start)
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{
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CurrentFrame=Start;
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LastFrame=Start;
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}
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UICurrentFrame=(int)CurrentFrame;
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// Update
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UpdateData (FALSE);
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Main->setAnimTime (Start, End);
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}
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void CAnimationDlg::OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar)
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{
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// TODO: Add your message handler code here and/or call default
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// Drag the time line ?
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if (pScrollBar==GetDlgItem (IDC_TIME_LINE))
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{
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// Update values
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UpdateData ();
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// Setup current pos
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CurrentFrame=(float)TimeLineCtrl.GetPos()*(End-Start)/65535.f+Start;
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CurrentFrame=(float)floor(CurrentFrame+0.5f);
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LastFrame=CurrentFrame;
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UICurrentFrame=(int)CurrentFrame;
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// Update values
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UpdateData (FALSE);
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}
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CDialog::OnHScroll(nSBCode, nPos, pScrollBar);
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}
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void CAnimationDlg::handle ()
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{
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// New time
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uint64 newTime=NLMISC::CTime::getLocalTime ();
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// Forward or rewind ?
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bool forward=(((CButton*)GetDlgItem (IDC_FFW))->GetState()&BST_PUSHED)!=0;
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bool rewind=(((CButton*)GetDlgItem (IDC_FRW))->GetState()&BST_PUSHED)!=0;
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// If play, back last frame
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if (Playing)
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LastFrame=CurrentFrame;
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if (forward||rewind||Playing)
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{
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UpdateData ();
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// Delta time
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uint deltaTime=(uint)(newTime-LastTime);
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if (forward)
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{
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// Fast forward
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CurrentFrame+=(float)((float)deltaTime*SPEED_FOREWARD*Speed/1000.0);
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}
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else if (rewind)
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{
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// Fast rewind
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CurrentFrame-=(float)((float)deltaTime*SPEED_FOREWARD*Speed/1000.0);
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}
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else
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{
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// Compute new time
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if (Playing)
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{
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CurrentFrame+=(float)((float)deltaTime*Speed/1000.0);
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}
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}
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// Loop
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if (Loop&&(!forward)&&(!rewind)&&Playing)
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{
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float backup = CurrentFrame;
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CurrentFrame=(float)fmod ((CurrentFrame-Start), End-Start)+Start;
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if (backup!=CurrentFrame)
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{
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LastFrame = CurrentFrame;
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Main->enableFXs(false);
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Main->enableFXs(true);
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}
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}
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// Clamp time
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if (CurrentFrame>End)
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{
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CurrentFrame=End;
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LastFrame=CurrentFrame;
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UpdateData (FALSE);
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// Stop animation
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OnStop ();
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}
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if (CurrentFrame<Start)
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{
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CurrentFrame=Start;
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LastFrame=CurrentFrame;
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UpdateData (FALSE);
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// Stop animation
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OnStop ();
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}
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UICurrentFrame=(int)CurrentFrame;
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UpdateData (FALSE);
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updateBar ();
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}
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// If not play, copy current frame
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if (!Playing)
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LastFrame=CurrentFrame;
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// Setup new time
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LastTime=newTime;
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}
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BOOL CAnimationDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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// Stop
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LastTime=NLMISC::CTime::getLocalTime ();
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StopCtrl.SetCheck (1);
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// Set time line range
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TimeLineCtrl.SetRangeMin (0);
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TimeLineCtrl.SetRangeMax (65535);
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// Update the time line
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updateBar ();
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CAnimationDlg::setAnimTime (float animStart, float animEnd)
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{
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UpdateData();
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Start=animStart;
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End=animEnd;
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UpdateData(FALSE);
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updateBar ();
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}
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void CAnimationDlg::updateBar ()
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{
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// Update value
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UpdateData();
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// Set cursor position
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int position;
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if (fabs (End-Start)<0.00001f)
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position=0;
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else
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position=(int)((CurrentFrame-Start)*65535.f/(End-Start));
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clamp (position, 0, 65535);
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TimeLineCtrl.SetPos(position);
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// Update value
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UpdateData (FALSE);
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}
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NL3D::TAnimationTime CAnimationDlg::getTime ()
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{
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// Return current time in second
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return CurrentFrame/Speed;
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}
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NL3D::TAnimationTime CAnimationDlg::getLastTime ()
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{
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// Return current time in second
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return LastFrame/Speed;
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}
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void CAnimationDlg::OnDestroy()
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{
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setRegisterWindowState (this, REGKEY_OBJ_VIEW_ANIMATION_DLG);
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CDialog::OnDestroy();
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}
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void CAnimationDlg::setCurrentFrame (float currentFrame)
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{
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// Update values
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UpdateData ();
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// Setup current pos
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CurrentFrame=currentFrame;
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LastFrame=CurrentFrame;
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UICurrentFrame=(int)CurrentFrame;
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// Update values
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UpdateData (FALSE);
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updateBar ();
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}
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BOOL CAnimationDlg::EnableWindow(BOOL enable /*=TRUE*/)
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{
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PlayCtrl.EnableWindow(Playing && enable);
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StopCtrl.EnableWindow(FALSE);
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FRWCtrl.EnableWindow(enable);
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FFWCtrl.EnableWindow(enable);
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TimeLineCtrl.EnableWindow(enable);
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PlayCtrl.EnableWindow(enable);
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StopCtrl.EnableWindow(enable);
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GetDlgItem(IDC_END)->EnableWindow(enable);
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GetDlgItem(IDC_START)->EnableWindow(enable);
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GetDlgItem(IDC_LOOP)->EnableWindow(enable);
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GetDlgItem(IDC_START_EDIT)->EnableWindow(enable);
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GetDlgItem(IDC_CURRENT_FRAME)->EnableWindow(enable);
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GetDlgItem(IDC_SPEED)->EnableWindow(enable);
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GetDlgItem(IDC_END_EDIT)->EnableWindow(enable);
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return TRUE;
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}
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