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407 lines
12 KiB
407 lines
12 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CHOREOSCENE_H
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#define CHOREOSCENE_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CChoreoEvent;
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class CChoreoChannel;
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class CChoreoActor;
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class IChoreoEventCallback;
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class CEventRelativeTag;
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class CUtlBuffer;
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class CFlexAnimationTrack;
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class ISceneTokenProcessor;
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class IChoreoStringPool;
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#include "tier1/utlvector.h"
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#include "tier1/utldict.h"
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#include "bitvec.h"
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#include "expressionsample.h"
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#include "choreoevent.h"
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#define DEFAULT_SCENE_FPS 60
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#define MIN_SCENE_FPS 10
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#define MAX_SCENE_FPS 240
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#define SCENE_BINARY_TAG MAKEID( 'b', 'v', 'c', 'd' )
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#define SCENE_BINARY_VERSION 0x04
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//-----------------------------------------------------------------------------
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// Purpose: Container for choreographed scene of events for actors
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//-----------------------------------------------------------------------------
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class CChoreoScene : public ICurveDataAccessor
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{
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typedef enum
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{
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PROCESSING_TYPE_IGNORE = 0,
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PROCESSING_TYPE_START,
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PROCESSING_TYPE_START_RESUMECONDITION,
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PROCESSING_TYPE_CONTINUE,
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PROCESSING_TYPE_STOP,
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} PROCESSING_TYPE;
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struct ActiveList
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{
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PROCESSING_TYPE pt;
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CChoreoEvent *e;
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};
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public:
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// Construction
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CChoreoScene( IChoreoEventCallback *callback );
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~CChoreoScene( void );
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// Assignment
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CChoreoScene& operator=(const CChoreoScene& src );
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// ICurveDataAccessor methods
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virtual float GetDuration() { return FindStopTime(); };
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virtual bool CurveHasEndTime();
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virtual int GetDefaultCurveType();
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// Binary serialization
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bool SaveBinary( char const *pszBinaryFileName, char const *pPathID, unsigned int nTextVersionCRC, IChoreoStringPool *pStringPool );
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void SaveToBinaryBuffer( CUtlBuffer& buf, unsigned int nTextVersionCRC, IChoreoStringPool *pStringPool );
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bool RestoreFromBinaryBuffer( CUtlBuffer& buf, char const *filename, IChoreoStringPool *pStringPool );
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static bool GetCRCFromBinaryBuffer( CUtlBuffer& buf, unsigned int& crc );
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// We do some things differently while restoring from a save.
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inline void SetRestoring( bool bRestoring );
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inline bool IsRestoring();
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enum
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{
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MAX_SCENE_FILENAME = 128,
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};
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// Event callback handler
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void SetEventCallbackInterface( IChoreoEventCallback *callback );
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// Loading
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bool ParseFromBuffer( char const *pFilename, ISceneTokenProcessor *tokenizer );
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void SetPrintFunc( void ( *pfn )( PRINTF_FORMAT_STRING const char *fmt, ... ) );
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// Saving
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bool SaveToFile( const char *filename );
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bool ExportMarkedToFile( const char *filename );
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void MarkForSaveAll( bool mark );
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// Merges two .vcd's together, returns true if any data was merged
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bool Merge( CChoreoScene *other );
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static void FileSaveFlexAnimationTrack( CUtlBuffer& buf, int level, CFlexAnimationTrack *track, int nDefaultCurveType );
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static void FileSaveFlexAnimations( CUtlBuffer& buf, int level, CChoreoEvent *e );
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static void FileSaveRamp( CUtlBuffer& buf, int level, CChoreoEvent *e );
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void FileSaveSceneRamp( CUtlBuffer& buf, int level );
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static void FileSaveScaleSettings( CUtlBuffer& buf, int level, CChoreoScene *scene );
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static void ParseFlexAnimations( ISceneTokenProcessor *tokenizer, CChoreoEvent *e, bool removeold = true );
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static void ParseRamp( ISceneTokenProcessor *tokenizer, CChoreoEvent *e );
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static void ParseSceneRamp( ISceneTokenProcessor *tokenizer, CChoreoScene *scene );
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static void ParseScaleSettings( ISceneTokenProcessor *tokenizer, CChoreoScene *scene );
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static void ParseEdgeInfo( ISceneTokenProcessor *tokenizer, EdgeInfo_t *edgeinfo );
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// Debugging
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void SceneMsg( PRINTF_FORMAT_STRING const char *pFormat, ... );
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void Print( void );
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// Sound system needs to have sounds pre-queued by this much time
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void SetSoundFileStartupLatency( float time );
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// Simulation
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void Think( float curtime );
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float LoopThink( float curtime );
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void ProcessActiveListEntry( ActiveList *entry );
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// Retrieves time in simulation
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float GetTime( void );
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// Retrieves start/stop time for looped/debug scene
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void GetSceneTimes( float& start, float& end );
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void SetTime( float t );
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void LoopToTime( float t );
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// Has simulation finished
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bool SimulationFinished( void );
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// Reset simulation
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void ResetSimulation( bool forward = true, float starttime = 0.0f, float endtime = 0.0f );
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// Find time at which last simulation event is triggered
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float FindStopTime( void );
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void ResumeSimulation( void );
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// Have all the pause events happened
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bool CheckEventCompletion( void );
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// Find named actor in scene data
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CChoreoActor *FindActor( const char *name );
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// Remove actor from scene
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void RemoveActor( CChoreoActor *actor );
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// Find index for actor
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int FindActorIndex( CChoreoActor *actor );
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// Swap actors in the data
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void SwapActors( int a1, int a2 );
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// General data access
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int GetNumEvents( void );
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CChoreoEvent *GetEvent( int event );
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int GetNumActors( void );
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CChoreoActor *GetActor( int actor );
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int GetNumChannels( void );
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CChoreoChannel *GetChannel( int channel );
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// Object allocation/destruction
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void DeleteReferencedObjects( CChoreoActor *actor );
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void DeleteReferencedObjects( CChoreoChannel *channel );
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void DeleteReferencedObjects( CChoreoEvent *event );
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CChoreoActor *AllocActor( void );
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CChoreoChannel *AllocChannel( void );
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CChoreoEvent *AllocEvent( void );
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void AddEventToScene( CChoreoEvent *event );
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void AddActorToScene( CChoreoActor *actor );
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void AddChannelToScene( CChoreoChannel *channel );
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// Fixup simulation times for channel gestures
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void ReconcileGestureTimes( void );
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// Go through all elements and update relative tags, removing any orphaned
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// tags and updating the timestamp of normal tags
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void ReconcileTags( void );
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CEventRelativeTag *FindTagByName( const char *wavname, const char *name );
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CChoreoEvent *FindTargetingEvent( const char *wavname, const char *name );
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// Used by UI to provide target actor names
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char const *GetMapname( void );
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void SetMapname( const char *name );
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void ExportEvents( const char *filename, CUtlVector< CChoreoEvent * >& events );
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void ImportEvents( ISceneTokenProcessor *tokenizer, CChoreoActor *actor, CChoreoChannel *channel );
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// Subscene support
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void SetSubScene( bool sub );
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bool IsSubScene( void ) const;
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int GetSceneFPS( void ) const;
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void SetSceneFPS( int fps );
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bool IsUsingFrameSnap( void ) const;
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void SetUsingFrameSnap( bool snap );
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float SnapTime( float t );
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int GetSceneRampCount( void ) { return m_SceneRamp.GetCount(); };
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CExpressionSample *GetSceneRamp( int index ) { return m_SceneRamp.Get( index ); };
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CExpressionSample *AddSceneRamp( float time, float value, bool selected ) { return m_SceneRamp.Add( time, value, selected ); };
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void DeleteSceneRamp( int index ) { m_SceneRamp.Delete( index ); };
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void ClearSceneRamp( void ) { m_SceneRamp.Clear(); };
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void ResortSceneRamp( void ) { m_SceneRamp.Resort( this ); };
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CCurveData *GetSceneRamp( void ) { return &m_SceneRamp; };
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// Global intensity for scene
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float GetSceneRampIntensity( float time ) { return m_SceneRamp.GetIntensity( this, time ); }
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int GetTimeZoom( char const *tool );
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void SetTimeZoom( char const *tool, int tz );
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int TimeZoomFirst();
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int TimeZoomNext( int i );
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int TimeZoomInvalid() const;
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char const *TimeZoomName( int i );
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void ReconcileCloseCaption();
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char const *GetFilename() const;
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void SetFileName( char const *fn );
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bool GetPlayingSoundName( char *pchBuff, int iBuffLength );
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bool HasUnplayedSpeech();
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bool HasFlexAnimation();
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void SetBackground( bool bIsBackground );
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bool IsBackground( void );
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void ClearPauseEventDependencies();
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bool HasEventsOfType( CChoreoEvent::EVENTTYPE type ) const;
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void RemoveEventsExceptTypes( int* typeList, int count );
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void IgnorePhonemes( bool bIgnore );
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bool ShouldIgnorePhonemes() const;
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// This is set by the engine to signify that we're not modifying the data and
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// therefore we can precompute the end time
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static bool s_bEditingDisabled;
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private:
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// Simulation stuff
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enum
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{
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IN_RANGE = 0,
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BEFORE_RANGE,
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AFTER_RANGE
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};
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int IsTimeInRange( float t, float starttime, float endtime );
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static bool EventLess( const CChoreoScene::ActiveList &al0, const CChoreoScene::ActiveList &al1 );
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int EventThink( CChoreoEvent *e,
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float frame_start_time,
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float frame_end_time,
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bool playing_forward, PROCESSING_TYPE& disposition );
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// Prints to debug console, etc
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void choreoprintf( int level, PRINTF_FORMAT_STRING const char *fmt, ... );
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// Initialize scene
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void Init( IChoreoEventCallback *callback );
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float FindAdjustedStartTime( void );
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float FindAdjustedEndTime( void );
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CChoreoEvent *FindPauseBetweenTimes( float starttime, float endtime );
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// Parse scenes from token buffer
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CChoreoEvent *ParseEvent( CChoreoActor *actor, CChoreoChannel *channel );
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CChoreoChannel *ParseChannel( CChoreoActor *actor );
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CChoreoActor *ParseActor( void );
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void ParseFPS( void );
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void ParseSnap( void );
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void ParseIgnorePhonemes( void );
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// Map file for retrieving named objects
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void ParseMapname( void );
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// When previewing actor in hlfaceposer, this is the model to associate
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void ParseFacePoserModel( CChoreoActor *actor );
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// Print to printfunc
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void PrintEvent( int level, CChoreoEvent *e );
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void PrintChannel( int level, CChoreoChannel *c );
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void PrintActor( int level, CChoreoActor *a );
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// File I/O
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public:
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static void FilePrintf( CUtlBuffer& buf, int level, PRINTF_FORMAT_STRING const char *fmt, ... );
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private:
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void FileSaveEvent( CUtlBuffer& buf, int level, CChoreoEvent *e );
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void FileSaveChannel( CUtlBuffer& buf, int level, CChoreoChannel *c );
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void FileSaveActor( CUtlBuffer& buf, int level, CChoreoActor *a );
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void FileSaveHeader( CUtlBuffer& buf );
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// Object destruction
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void DestroyActor( CChoreoActor *actor );
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void DestroyChannel( CChoreoChannel *channel );
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void DestroyEvent( CChoreoEvent *event );
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void AddPauseEventDependency( CChoreoEvent *pauseEvent, CChoreoEvent *suppressed );
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void InternalDetermineEventTypes();
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// Global object storage
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CUtlVector < CChoreoEvent * > m_Events;
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CUtlVector < CChoreoActor * > m_Actors;
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CUtlVector < CChoreoChannel * > m_Channels;
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// These are just pointers, the actual objects are in m_Events
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CUtlVector < CChoreoEvent * > m_ResumeConditions;
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// These are just pointers, the actual objects are in m_Events
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CUtlVector < CChoreoEvent * > m_ActiveResumeConditions;
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// These are just pointers, the actual objects are in m_Events
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CUtlVector < CChoreoEvent * > m_PauseEvents;
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// Current simulation time
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float m_flCurrentTime;
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float m_flStartTime;
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float m_flEndTime;
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float m_flEarliestTime;
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float m_flLatestTime;
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int m_nActiveEvents;
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// Wave file playback needs to issue play commands a bit ahead of time
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// in order to hit exact marks
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float m_flSoundSystemLatency;
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// Scene's linger a bit after finishing to let blends reset themselves
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float m_flLastActiveTime;
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// Print callback function
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void ( *m_pfnPrint )( PRINTF_FORMAT_STRING const char *fmt, ... );
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IChoreoEventCallback *m_pIChoreoEventCallback;
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ISceneTokenProcessor *m_pTokenizer;
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enum
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{
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MAX_MAPNAME = 128
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};
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char m_szMapname[ MAX_MAPNAME ];
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int m_nSceneFPS;
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CCurveData m_SceneRamp;
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CUtlDict< int, int > m_TimeZoomLookup;
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char m_szFileName[ MAX_SCENE_FILENAME ];
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CBitVec< CChoreoEvent::NUM_TYPES > m_bitvecHasEventOfType;
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// tag to suppress vcd when others are playing
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bool m_bIsBackground : 1;
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bool m_bIgnorePhonemes : 1;
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bool m_bSubScene : 1;
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bool m_bUseFrameSnap : 1;
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bool m_bRestoring : 1;
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int m_nLastPauseEvent;
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// This only gets updated if it's loaded from a buffer which means we're not in an editor
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float m_flPrecomputedStopTime;
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};
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bool CChoreoScene::IsRestoring()
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{
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return m_bRestoring;
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}
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void CChoreoScene::SetRestoring( bool bRestoring )
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{
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m_bRestoring = bRestoring;
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}
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abstract_class IChoreoStringPool
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{
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public:
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virtual short FindOrAddString( const char *pString ) = 0;
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virtual bool GetString( short stringId, char *buff, int buffSize ) = 0;
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};
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CChoreoScene *ChoreoLoadScene(
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char const *filename,
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IChoreoEventCallback *callback,
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ISceneTokenProcessor *tokenizer,
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void ( *pfn ) ( PRINTF_FORMAT_STRING const char *fmt, ... ) );
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bool IsBufferBinaryVCD( char *pBuffer, int bufferSize );
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#endif // CHOREOSCENE_H
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