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