mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 14:30:26 +00:00
523 lines
16 KiB
C#
523 lines
16 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 STAnimation stCurrentAnimation;
|
|
public STAnimation CurrentSTAnimation
|
|
{
|
|
get
|
|
{
|
|
return stCurrentAnimation;
|
|
}
|
|
set
|
|
{
|
|
if (value == null)
|
|
return;
|
|
|
|
int frameCount = 1;
|
|
|
|
if (value.FrameCount != 0)
|
|
frameCount = (int)value.FrameCount;
|
|
|
|
ResetModels();
|
|
stCurrentAnimation = value;
|
|
totalFrame.Maximum = frameCount;
|
|
totalFrame.Value = frameCount;
|
|
currentFrameUpDown.Maximum = frameCount;
|
|
animationTrackBar.FrameCount = frameCount;
|
|
currentFrameUpDown.Value = 0;
|
|
|
|
SetAnimationsToFrame(0);
|
|
UpdateViewport();
|
|
}
|
|
}
|
|
|
|
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?.FrameCount <= 0 &&
|
|
stCurrentAnimation?.FrameCount <= 0)
|
|
return;
|
|
|
|
if (AnimationPlayerState == PlayerState.Playing)
|
|
Pause();
|
|
else
|
|
Play();
|
|
}
|
|
|
|
private void totalFrame_ValueChanged(object sender, EventArgs e)
|
|
{
|
|
if (currentAnimation == null && stCurrentAnimation == null) return;
|
|
if (totalFrame.Value < 1)
|
|
{
|
|
totalFrame.Value = 1;
|
|
}
|
|
else
|
|
{
|
|
if (stCurrentAnimation != null)
|
|
{
|
|
stCurrentAnimation.FrameCount = (int)totalFrame.Value;
|
|
animationTrackBar.CurrentFrame = 0;
|
|
animationTrackBar.FrameCount = stCurrentAnimation.FrameCount;
|
|
}
|
|
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_Control == null || viewport.GL_Control.IsDisposed || viewport.GL_Control.Disposing)
|
|
return;
|
|
|
|
if (viewport.GL_Control.InvokeRequired)
|
|
{
|
|
viewport.GL_Control.Invoke((MethodInvoker)delegate {
|
|
// Running on the UI thread
|
|
viewport.GL_Control.Invalidate();
|
|
});
|
|
}
|
|
else
|
|
{
|
|
viewport.GL_Control.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 && stCurrentAnimation == 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 && stCurrentAnimation == null)
|
|
return;
|
|
|
|
var viewport = LibraryGUI.GetActiveViewport();
|
|
if (viewport == null || viewport.scene == null)
|
|
return;
|
|
|
|
if (stCurrentAnimation != null)
|
|
{
|
|
Console.WriteLine("SetAnimationsToFrame");
|
|
|
|
if (frameNum > stCurrentAnimation.FrameCount)
|
|
return;
|
|
|
|
float animFrameNum = frameNum;
|
|
|
|
stCurrentAnimation.SetFrame(animFrameNum);
|
|
stCurrentAnimation.NextFrame();
|
|
|
|
//Add frames to the playing animation
|
|
stCurrentAnimation.Frame += frameNum;
|
|
|
|
//Reset it when it reaches the total frame count
|
|
if (stCurrentAnimation.Frame >= stCurrentAnimation.FrameCount && stCurrentAnimation.Loop)
|
|
{
|
|
stCurrentAnimation.Frame = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
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_Control != null)
|
|
viewport.GL_Control.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;
|
|
stCurrentAnimation = null;
|
|
currentAnimation = null;
|
|
isOpen = false;
|
|
Dispose();
|
|
|
|
Console.WriteLine("Disposeing ANIM PANEL!!");
|
|
|
|
}
|
|
|
|
private void panel1_Paint(object sender, PaintEventArgs e)
|
|
{
|
|
|
|
}
|
|
|
|
private void colorSlider1_Scroll(object sender, ScrollEventArgs e)
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|