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o3de/Gems/LyShine/Code/Editor/Animation/AnimationContext.cpp

596 lines
14 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "EditorDefs.h"
#include "UiEditorAnimationBus.h"
#include "AnimationContext.h"
#include <LyShine/Animation/IUiAnimation.h>
#include "ITimer.h"
#include "GameEngine.h"
#include "Objects/SelectionGroup.h"
#include "Objects/EntityObject.h"
#include "Animation/UiAnimViewSequence.h"
#include "Animation/UiAnimViewDialog.h"
#include "Animation/UiAnimViewUndo.h"
#include "Viewport.h"
#include "ViewManager.h"
#include "IPostRenderer.h"
#include "UiEditorAnimationBus.h"
//////////////////////////////////////////////////////////////////////////
// Animation Callback.
//////////////////////////////////////////////////////////////////////////
class CUiAnimationCallback
: public IUiAnimationCallback
{
protected:
void OnUiAnimationCallback(ECallbackReason reason, [[maybe_unused]] IUiAnimNode* pNode) override
{
switch (reason)
{
case CBR_CHANGENODE:
// Invalidate nodes
break;
case CBR_CHANGETRACK:
{
// Invalidate tracks
CUiAnimViewDialog* pUiAnimViewDialog = CUiAnimViewDialog::GetCurrentInstance();
if (pUiAnimViewDialog)
{
pUiAnimViewDialog->InvalidateDopeSheet();
}
}
break;
}
}
};
static CUiAnimationCallback s_uiAnimationCallback;
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//!
class CAnimationContextPostRender
: public IPostRenderer
{
public:
CAnimationContextPostRender(CUiAnimationContext* pAC)
: m_pAC(pAC){}
void OnPostRender() const { assert(m_pAC); m_pAC->OnPostRender(); }
protected:
CUiAnimationContext* m_pAC;
};
//////////////////////////////////////////////////////////////////////////
CUiAnimationContext::CUiAnimationContext()
{
m_paused = 0;
m_playing = false;
m_recording = false;
m_bSavedRecordingState = false;
m_timeRange.Set(0, 0);
m_timeMarker.Set(0, 0);
m_currTime = 0.0f;
m_bForceUpdateInNextFrame = false;
m_fTimeScale = 1.0f;
m_pSequence = nullptr;
m_bLooping = false;
m_bSingleFrame = false;
m_bPostRenderRegistered = false;
m_bForcingAnimation = false;
UiAnimUndoManager::Get()->AddListener(this);
CUiAnimViewSequenceManager::GetSequenceManager()->AddListener(this);
GetIEditor()->RegisterNotifyListener(this);
}
//////////////////////////////////////////////////////////////////////////
CUiAnimationContext::~CUiAnimationContext()
{
CUiAnimViewSequenceManager::GetSequenceManager()->RemoveListener(this);
UiAnimUndoManager::Get()->RemoveListener(this);
GetIEditor()->UnregisterNotifyListener(this);
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::Init()
{
IUiAnimationSystem* pUiAnimationSystem = GetUiAnimationSystem();
pUiAnimationSystem->SetCallback(&s_uiAnimationCallback);
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::AddListener(IUiAnimationContextListener* pListener)
{
stl::push_back_unique(m_contextListeners, pListener);
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::RemoveListener(IUiAnimationContextListener* pListener)
{
stl::find_and_erase(m_contextListeners, pListener);
}
//////////////////////////////////////////////////////////////////////////
IUiAnimationSystem* CUiAnimationContext::GetUiAnimationSystem() const
{
IUiAnimationSystem* animationSystem = nullptr;
EBUS_EVENT_RESULT(animationSystem, UiEditorAnimationBus, GetAnimationSystem);
return animationSystem;
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::ActiveCanvasChanged()
{
m_sequenceName = "";
m_sequenceTime = GetTime();
m_paused = 0;
m_recording = m_bSavedRecordingState = false;
m_playing = false;
SetSequence(nullptr, true, true);
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::SetSequence(CUiAnimViewSequence* pSequence, bool bForce, bool bNoNotify, bool recordUndo)
{
CUiAnimViewSequence* pCurrentSequence = m_pSequence;
if (!bForce && pSequence == pCurrentSequence)
{
return;
}
if (!GetUiAnimationSystem())
{
// There is no canvas loaded in editor
m_pSequence = pSequence;
if (!bNoNotify)
{
for (size_t i = 0; i < m_contextListeners.size(); ++i)
{
m_contextListeners[i]->OnTimeChanged(0.0f);
m_contextListeners[i]->OnSequenceChanged(m_pSequence);
}
}
return;
}
// Prevent keys being created from time change
const bool bRecording = m_recording;
m_recording = false;
GetUiAnimationSystem()->SetRecording(false);
m_currTime = m_fRecordingCurrTime = 0.0f;
if (m_pSequence)
{
m_pSequence->Deactivate();
if (m_playing)
{
m_pSequence->EndCutScene();
}
m_pSequence->UnBindFromEditorObjects();
}
m_pSequence = pSequence;
if (m_pSequence)
{
if (m_playing)
{
m_pSequence->BeginCutScene(true);
}
m_timeRange = m_pSequence->GetTimeRange();
m_timeMarker = m_timeRange;
m_pSequence->Activate();
m_pSequence->PrecacheData(0.0f);
m_pSequence->BindToEditorObjects();
}
ForceAnimation();
if (!bNoNotify)
{
for (size_t i = 0; i < m_contextListeners.size(); ++i)
{
m_contextListeners[i]->OnTimeChanged(0.0f);
m_contextListeners[i]->OnSequenceChanged(m_pSequence);
}
}
if (recordUndo)
{
// Safely track sequence changes for clean undos
UiAnimUndo undo("Change Sequence");
UiAnimUndo::Record(new CUndoSequenceChange(pCurrentSequence, pSequence));
}
m_recording = bRecording;
GetUiAnimationSystem()->SetRecording(bRecording);
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::UpdateTimeRange()
{
if (m_pSequence)
{
m_timeRange = m_pSequence->GetTimeRange();
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::SetTime(float t)
{
if (t < m_timeRange.start)
{
t = m_timeRange.start;
}
if (t > m_timeRange.end)
{
t = m_timeRange.end;
}
if (fabs(m_currTime - t) < 0.001f)
{
return;
}
m_currTime = t;
m_fRecordingCurrTime = t;
ForceAnimation();
for (size_t i = 0; i < m_contextListeners.size(); ++i)
{
m_contextListeners[i]->OnTimeChanged(m_currTime);
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::Pause()
{
assert(m_paused >= 0);
m_paused++;
if (m_recording)
{
GetUiAnimationSystem()->SetRecording(false);
}
GetUiAnimationSystem()->Pause();
if (m_pSequence)
{
m_pSequence->Pause();
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::Resume()
{
assert(m_paused > 0);
m_paused--;
if (m_recording && m_paused == 0)
{
GetUiAnimationSystem()->SetRecording(true);
}
GetUiAnimationSystem()->Resume();
if (m_pSequence)
{
m_pSequence->Resume();
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::SetRecording(bool recording)
{
if (recording == m_recording)
{
return;
}
m_paused = 0;
m_recording = recording;
m_playing = false;
GetUiAnimationSystem()->SetRecording(recording);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::SetPlaying(bool playing)
{
if (playing == m_playing)
{
return;
}
m_paused = 0;
m_playing = playing;
m_recording = false;
GetUiAnimationSystem()->SetRecording(false);
if (playing)
{
IUiAnimationSystem* pUiAnimationSystem = GetUiAnimationSystem();
pUiAnimationSystem->Resume();
if (m_pSequence)
{
m_pSequence->Resume();
}
}
else
{
IUiAnimationSystem* pUiAnimationSystem = GetUiAnimationSystem();
pUiAnimationSystem->Pause();
if (m_pSequence)
{
m_pSequence->Pause();
}
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::Update()
{
if (!GetUiAnimationSystem())
{
return;
}
const float lastTime = m_currTime;
if (m_bForceUpdateInNextFrame)
{
ForceAnimation();
m_bForceUpdateInNextFrame = false;
}
if (m_paused > 0 || !m_playing)
{
if (m_pSequence)
{
m_pSequence->StillUpdate();
}
if (!m_recording)
{
GetUiAnimationSystem()->StillUpdate();
}
return;
}
ITimer* pTimer = GetIEditor()->GetSystem()->GetITimer();
AnimateActiveSequence();
float dt = pTimer->GetFrameTime();
m_currTime += dt * m_fTimeScale;
if (!m_recording)
{
GetUiAnimationSystem()->PreUpdate(dt);
GetUiAnimationSystem()->PostUpdate(dt);
}
if (m_currTime > m_timeMarker.end)
{
if (m_bLooping)
{
m_currTime = m_timeMarker.start;
if (m_pSequence)
{
m_pSequence->OnLoop();
}
}
else
{
SetPlaying(false);
m_currTime = m_timeMarker.end;
}
}
if (fabs(lastTime - m_currTime) > 0.001f)
{
for (size_t i = 0; i < m_contextListeners.size(); ++i)
{
m_contextListeners[i]->OnTimeChanged(m_currTime);
}
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::ForceAnimation()
{
if (m_bForcingAnimation)
{
// reentrant calls are possible when using subsequences
return;
}
m_bForcingAnimation = true;
AnimateActiveSequence();
// Animate a second time to properly update camera DoF
AnimateActiveSequence();
m_bForcingAnimation = false;
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::OnPostRender()
{
if (m_pSequence)
{
SUiAnimContext ac;
ac.dt = 0;
ac.fps = GetIEditor()->GetSystem()->GetITimer()->GetFrameRate();
ac.time = m_currTime;
ac.bSingleFrame = true;
ac.bForcePlay = true;
m_pSequence->Render(ac);
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::BeginUndoTransaction()
{
m_bSavedRecordingState = m_recording;
IUiAnimationSystem* uiAnimationSystem = GetUiAnimationSystem();
if (uiAnimationSystem)
{
uiAnimationSystem->SetRecording(false);
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::EndUndoTransaction()
{
if (m_pSequence)
{
m_pSequence->BindToEditorObjects();
}
IUiAnimationSystem* uiAnimationSystem = GetUiAnimationSystem();
if (uiAnimationSystem)
{
uiAnimationSystem->SetRecording(m_bSavedRecordingState);
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::TogglePlay()
{
if (!IsPlaying())
{
SetPlaying(true);
}
else
{
SetPlaying(false);
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::OnSequenceRemoved(CUiAnimViewSequence* pSequence)
{
if (m_pSequence == pSequence)
{
SetSequence(nullptr, true, false);
}
}
//////////////////////////////////////////////////////////////////////////
void CUiAnimationContext::OnEditorNotifyEvent(EEditorNotifyEvent event)
{
// If the UI Animation window is open but there is no canvas loaded in editor
// then just return.
if (!GetUiAnimationSystem())
{
return;
}
switch (event)
{
case eNotify_OnBeginGameMode:
if (m_pSequence)
{
m_pSequence->Resume();
}
case eNotify_OnBeginSceneSave:
case eNotify_OnBeginLayerExport:
if (m_pSequence)
{
m_sequenceName = QString::fromUtf8(m_pSequence->GetName().c_str());
}
else
{
m_sequenceName = "";
}
m_sequenceTime = GetTime();
m_bSavedRecordingState = m_recording;
GetUiAnimationSystem()->SetRecording(false);
SetSequence(nullptr, true, true);
break;
case eNotify_OnEndGameMode:
case eNotify_OnEndSceneSave:
case eNotify_OnEndLayerExport:
m_currTime = m_sequenceTime;
SetSequence(CUiAnimViewSequenceManager::GetSequenceManager()->GetSequenceByName(m_sequenceName), true, true);
SetTime(m_sequenceTime);
GetUiAnimationSystem()->SetRecording(m_bSavedRecordingState);
break;
case eNotify_OnCloseScene:
SetSequence(nullptr, true, false);
break;
case eNotify_OnBeginNewScene:
SetSequence(nullptr, false, false);
break;
case eNotify_OnBeginLoad:
{
m_bSavedRecordingState = m_recording;
GetUiAnimationSystem()->SetRecording(false);
CUiAnimationContext* ac = nullptr;
EBUS_EVENT_RESULT(ac, UiEditorAnimationBus, GetAnimationContext);
ac->SetSequence(nullptr, false, false);
break;
}
case eNotify_OnEndLoad:
GetUiAnimationSystem()->SetRecording(m_bSavedRecordingState);
break;
case eNotify_CameraChanged:
ForceAnimation();
break;
case eNotify_OnIdleUpdate:
Update();
break;
}
}
void CUiAnimationContext::AnimateActiveSequence()
{
if (!m_pSequence)
{
return;
}
SUiAnimContext ac;
ac.dt = 0;
ac.fps = GetIEditor()->GetSystem()->GetITimer()->GetFrameRate();
ac.time = m_currTime;
ac.bSingleFrame = true;
ac.bForcePlay = true;
m_pSequence->Animate(ac);
}