Switch-Toolbox/Switch_Toolbox_Library/Forms/Animation/AnimationPanel.cs
KillzXGaming 644d94090f A big layout editor update.
Added support for previewing layout animations.
This includes pane SRT, tex SRT, material color (white/black blending), texture patterns, pane visibilty, and vertex colors.
Added textbox previewing.  The scaling will be off, and more features is planned (caching font data to disk for faster loading, improve rendering, etc).
Rotations now render correctly for X/Y axis.
Added game window preview. This removes any editor only drawn objects and also fits the layout to the screen (aka root pane) size.
Add support for rendering custom blending with layout materials.
Add support for loading character icons for mk8d. These are hardcoded and have been manually set. Note these will only load if within the menu.szs.
2019-09-28 17:27:48 -04:00

475 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading;
using System.Windows.Forms;
using System.IO;
using System.Diagnostics;
using Toolbox.Library.Forms;
using Toolbox.Library.Animations;
namespace Toolbox.Library
{
//Thanks to forge! Based on
// https://github.com/jam1garner/Smash-Forge/blob/52844da94c7bed830d841e0d7e5d49c3f2c69471/Smash%20Forge/GUI/ModelViewport.cs
public partial class AnimationPanel : STUserControl
{
public PlayerState AnimationPlayerState = PlayerState.Stop;
public enum PlayerState
{
Playing,
Pause,
Stop,
}
public bool IsLooping
{
get { return loopChkBox.Checked; }
set { loopChkBox.Checked = value; }
}
public bool IsPlaying
{
get
{
return AnimationPlayerState == PlayerState.Playing;
}
}
private static AnimationPanel _instance;
public static AnimationPanel Instance { get { return _instance == null ? _instance = new AnimationPanel() : _instance; } }
//Animation Functions
public int AnimationSpeed = 60;
public float Frame = 0;
// Frame rate control
private Thread renderThread;
private bool renderThreadIsUpdating = false;
public bool isOpen = true;
private Animation currentAnimation;
public Animation CurrentAnimation
{
get
{
return currentAnimation;
}
set
{
if (value == null)
return;
int frameCount = 1;
if (value.FrameCount != 0)
frameCount = value.FrameCount;
ResetModels();
currentAnimation = value;
totalFrame.Maximum = frameCount;
totalFrame.Value = frameCount;
currentFrameUpDown.Maximum = frameCount;
animationTrackBar.FrameCount = frameCount;
currentFrameUpDown.Value = 0;
SetAnimationsToFrame(0);
UpdateViewport();
}
}
public void ResetModels()
{
var viewport = LibraryGUI.GetActiveViewport();
if (viewport == null)
return;
if (viewport.scene == null)
return;
foreach (var drawable in viewport.scene.objects)
{
if (drawable is STSkeleton)
{
((STSkeleton)drawable).reset();
}
}
}
public AnimationPanel()
{
InitializeComponent();
BackColor = FormThemes.BaseTheme.FormBackColor;
ForeColor = FormThemes.BaseTheme.FormForeColor;
animationTrackBar.BackColor = FormThemes.BaseTheme.FormBackColor;
animationTrackBar.ForeColor = FormThemes.BaseTheme.FormForeColor;
animationTrackBar.FrameChanged += new EventHandler(animationTrackBar_ValueChanged);
/* animationTrackBar.ThumbInnerColor = FormThemes.BaseTheme.TimelineThumbColor;
animationTrackBar.ThumbOuterColor = FormThemes.BaseTheme.TimelineThumbColor;
this.animationTrackBar.BarInnerColor = FormThemes.BaseTheme.FormBackColor;
this.animationTrackBar.BarPenColorBottom = FormThemes.BaseTheme.FormBackColor;
this.animationTrackBar.BarPenColorTop = FormThemes.BaseTheme.FormBackColor;
this.animationTrackBar.ElapsedInnerColor = FormThemes.BaseTheme.FormBackColor;
this.animationTrackBar.ElapsedPenColorBottom = FormThemes.BaseTheme.FormBackColor;
this.animationTrackBar.ElapsedPenColorTop = FormThemes.BaseTheme.FormBackColor;
*/
panel1.BackColor = FormThemes.BaseTheme.FormBackColor;
animationPlayBtn.BackColor = FormThemes.BaseTheme.FormBackColor;
button2.BackColor = FormThemes.BaseTheme.FormBackColor;
animationPlayBtn.ForeColor = FormThemes.BaseTheme.FormForeColor;
button2.ForeColor = FormThemes.BaseTheme.FormForeColor;
totalFrame.ForeColor = FormThemes.BaseTheme.FormForeColor;
totalFrame.BackColor = FormThemes.BaseTheme.FormBackColor;
currentFrameUpDown.ForeColor = FormThemes.BaseTheme.FormForeColor;
currentFrameUpDown.BackColor = FormThemes.BaseTheme.FormBackColor;
this.LostFocus += new System.EventHandler(AnimationPanel_LostFocus);
}
private void Play()
{
AnimationPlayerState = PlayerState.Playing;
UpdateAnimationUI();
animationTrackBar.Play();
}
private void Pause()
{
AnimationPlayerState = PlayerState.Stop;
UpdateAnimationUI();
animationTrackBar.Stop();
}
private void Stop()
{
currentFrameUpDown.Value = 0;
AnimationPlayerState = PlayerState.Stop;
UpdateAnimationUI();
}
private void UpdateAnimationUI()
{
animationPlayBtn.BackgroundImage = IsPlaying ? Properties.Resources.stop
: Properties.Resources.arrowR;
}
private void UpdateAnimationFrame()
{
if (IsPlaying)
{
if (currentFrameUpDown.InvokeRequired)
{
currentFrameUpDown.BeginInvoke((Action)(() =>
{
AdvanceNextFrame();
}));
}
else
{
AdvanceNextFrame();
}
}
}
private void AdvanceNextFrame()
{
if (animationTrackBar.CurrentFrame == animationTrackBar.FrameCount - 1)
{
if (IsLooping)
currentFrameUpDown.Value = 0;
else
Stop();
}
else if (!animationTrackBar.Locked)
{
if (currentFrameUpDown.Value < totalFrame.Value)
currentFrameUpDown.Value++;
}
currentFrameUpDown.Refresh();
totalFrame.Refresh();
}
private void animationPlayBtn_Click(object sender, EventArgs e)
{
if (currentAnimation == null || currentAnimation.FrameCount <= 0)
return;
if (AnimationPlayerState == PlayerState.Playing)
Pause();
else
Play();
}
private void totalFrame_ValueChanged(object sender, EventArgs e)
{
if (currentAnimation == null) return;
if (totalFrame.Value < 1)
{
totalFrame.Value = 1;
}
else
{
if (currentAnimation.Tag is Animation)
((Animation)currentAnimation.Tag).FrameCount = (int)totalFrame.Value;
currentAnimation.FrameCount = (int)totalFrame.Value;
animationTrackBar.CurrentFrame = 0;
animationTrackBar.FrameCount = currentAnimation.FrameCount;
}
}
private void UpdateViewport()
{
if (IsDisposed)
return;
Viewport viewport = LibraryGUI.GetActiveViewport();
if (viewport == null)
return;
if (viewport.GL_ControlLegacy != null &&
!viewport.GL_ControlLegacy.IsDisposed)
{
if (viewport.GL_ControlLegacy.InvokeRequired)
{
viewport.GL_ControlLegacy.Invoke((MethodInvoker)delegate {
// Running on the UI thread
viewport.GL_ControlLegacy.Invalidate();
});
}
else
{
viewport.GL_ControlLegacy.Invalidate();
}
}
else
{
if (viewport.GL_ControlModern == null || viewport.GL_ControlModern.IsDisposed || viewport.GL_ControlModern.Disposing)
return;
if (viewport.GL_ControlModern.InvokeRequired)
{
viewport.GL_ControlModern.Invoke((MethodInvoker)delegate {
// Running on the UI thread
viewport.GL_ControlModern.Invalidate();
});
}
else
{
viewport.GL_ControlModern.Invalidate();
}
}
}
private void nextButton_Click(object sender, EventArgs e) {
if (animationTrackBar.CurrentFrame < animationTrackBar.FrameCount)
animationTrackBar.CurrentFrame++;
}
private void prevButton_Click(object sender, EventArgs e) {
if (animationTrackBar.CurrentFrame > 0)
animationTrackBar.CurrentFrame--;
}
private void animationTrackBar_Scroll(object sender, EventArgs e)
{
}
private void animationTrackBar_ValueChanged(object sender, EventArgs e) {
if (currentAnimation == null || totalFrame.Value <= 0)
return;
currentFrameUpDown.Value = (decimal)animationTrackBar.CurrentFrame;
}
private void OnFrameAdvanced()
{
UpdateViewport();
SetAnimationsToFrame(animationTrackBar.CurrentFrame);
if (!renderThreadIsUpdating || !IsPlaying)
UpdateViewport();
}
private void SetAnimationsToFrame(float frameNum)
{
if (currentAnimation == null)
return;
var viewport = LibraryGUI.GetActiveViewport();
if (viewport == null || viewport.scene == null)
return;
var anim = currentAnimation.Tag;
float animFrameNum = frameNum;
if (anim is MaterialAnimation)
{
((MaterialAnimation)anim).SetFrame(animFrameNum);
((MaterialAnimation)anim).NextFrame(viewport);
}
else if (anim is VisibilityAnimation)
{
((VisibilityAnimation)anim).SetFrame(animFrameNum);
((VisibilityAnimation)anim).NextFrame(viewport);
}
else if (anim is CameraAnimation)
{
((CameraAnimation)anim).SetFrame(animFrameNum);
((CameraAnimation)anim).NextFrame(viewport);
}
else if (anim is LightAnimation)
{
((LightAnimation)anim).SetFrame(animFrameNum);
((LightAnimation)anim).NextFrame(viewport);
}
else if (anim is FogAnimation)
{
((FogAnimation)anim).SetFrame(animFrameNum);
((FogAnimation)anim).NextFrame(viewport);
}
else //Play a skeletal animation if it's not the other types
{
foreach (var drawable in viewport.scene.objects)
{
if (drawable is STSkeleton)
{
currentAnimation.SetFrame(animFrameNum);
currentAnimation.NextFrame((STSkeleton)drawable);
}
}
}
//Add frames to the playing animation
currentAnimation.Frame += frameNum;
//Reset it when it reaches the total frame count
if (currentAnimation.Frame >= currentAnimation.FrameCount)
{
currentAnimation.Frame = 0;
}
}
private void currentFrameUpDown_ValueChanged(object sender, EventArgs e)
{
if (currentFrameUpDown.Value > totalFrame.Value)
currentFrameUpDown.Value = totalFrame.Value;
//Check locked state current frame will change during playing
if (!animationTrackBar.Locked)
{
animationTrackBar.CurrentFrame = (int)currentFrameUpDown.Value;
}
OnFrameAdvanced();
}
public void AnimationPanel_FormClosed()
{
isOpen = false;
Dispose();
}
private void AnimationPanel_Load(object sender, EventArgs e)
{
Viewport viewport = LibraryGUI.GetActiveViewport();
if (viewport != null)
{
if (viewport.GL_ControlLegacy != null)
viewport.GL_ControlLegacy.VSync = Runtime.enableVSync;
else
viewport.GL_ControlModern.VSync = Runtime.enableVSync;
}
renderThread = new Thread(new ThreadStart(RenderAndAnimationLoop));
renderThread.Start();
}
private void RenderAndAnimationLoop()
{
if (IsDisposed)
return;
// TODO: We don't really need two timers.
Stopwatch animationStopwatch = Stopwatch.StartNew();
// Wait for UI to load before triggering paint events.
// int waitTimeMs = 500;
// Thread.Sleep(waitTimeMs);
// UpdateViewport();
int frameUpdateInterval = 5;
int animationUpdateInterval = 16;
while (isOpen)
{
// Always refresh the viewport when animations are playing.
if (renderThreadIsUpdating || IsPlaying)
{
if (animationStopwatch.ElapsedMilliseconds > animationUpdateInterval)
{
UpdateAnimationFrame();
animationStopwatch.Restart();
}
}
else
{
// Avoid wasting the CPU if we don't need to render anything.
Thread.Sleep(1);
}
}
}
private void AnimationPanel_Enter(object sender, EventArgs e)
{
}
private void AnimationPanel_LostFocus(object sender, EventArgs e)
{
renderThreadIsUpdating = false;
}
private void AnimationPanel_Click(object sender, EventArgs e)
{
renderThreadIsUpdating = true;
}
private void AnimationPanel_Leave(object sender, EventArgs e)
{
renderThreadIsUpdating = false;
}
public void ClosePanel()
{
ResetModels();
renderThread.Abort();
renderThreadIsUpdating = false;
currentAnimation = null;
isOpen = false;
Dispose();
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
}
private void colorSlider1_Scroll(object sender, ScrollEventArgs e)
{
}
}
}