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mirror of synced 2024-12-04 11:58:03 +01:00
Switch-Toolbox/Switch_Toolbox_Library/Forms/Animation/AnimationPanel.cs
KillzXGaming b225c942e5 A few fixes.
Fix viewport not loading base drawables.
Fix animation player having issues with new animation classes.
Fix gfmdl for pkmn lets go.
Disable vertex color loading for gfmdl for now till fixed.
2019-11-12 16:29:00 -05:00

540 lines
17 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_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 && 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)
return;
var viewport = LibraryGUI.GetActiveViewport();
if (viewport == null || viewport.scene == null)
return;
if (stCurrentAnimation != null)
{
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_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;
stCurrentAnimation = null;
currentAnimation = null;
isOpen = false;
Dispose();
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
}
private void colorSlider1_Scroll(object sender, ScrollEventArgs e)
{
}
}
}