Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A class used to build flex animation controls for an animation set
//
//=============================================================================
#ifndef FLEXCONTROLBUILDER_H
#define FLEXCONTROLBUILDER_H
#ifdef _WIN32
#pragma once
#endif
#include "movieobjects/timeutils.h"
#include "tier1/utlvector.h"
#include "movieobjects/dmelog.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeAnimationSet;
class CDmeGameModel;
class CDmeFilmClip;
class CDmeChannelsClip;
class CDmElement;
class CDmeChannel;
class CDmeBalanceToStereoCalculatorOperator;
class CDmeGlobalFlexControllerOperator;
//-----------------------------------------------------------------------------
//
// Utility class for dealing with the complex task of building flex controls
//
//-----------------------------------------------------------------------------
class CFlexControlBuilder
{
public:
// Main entry point for creating flex animation set controls
void CreateAnimationSetControls( CDmeFilmClip *pMovie, CDmeAnimationSet *pAnimationSet,
CDmeGameModel *pGameModel, CDmeFilmClip *pSourceClip, CDmeChannelsClip *pDestClip, bool bUseExistingLogs );
private:
enum ControlField_t
{
CONTROL_VALUE = 0,
CONTROL_BALANCE,
CONTROL_MULTILEVEL,
CONTROL_FIELD_COUNT,
};
enum OutputField_t
{
OUTPUT_MONO = 0,
OUTPUT_RIGHT = 0,
OUTPUT_LEFT,
OUTPUT_MULTILEVEL,
OUTPUT_FIELD_COUNT,
};
struct FlexControllerInfo_t
{
char m_pFlexControlName[256];
float m_flDefaultValue;
int m_nGlobalIndex;
};
struct ExistingLogInfo_t
{
CDmeFloatLog *m_pLog;
DmeTime_t m_GlobalOffset;
double m_flGlobalScale;
};
struct ControlInfo_t
{
char m_pControlName[256];
bool m_bIsStereo : 1;
bool m_bIsMulti : 1;
CDmElement *m_pControl;
int m_pControllerIndex[OUTPUT_FIELD_COUNT];
CDmeChannel *m_ppControlChannel[CONTROL_FIELD_COUNT];
float m_pDefaultValue[CONTROL_FIELD_COUNT];
ExistingLogInfo_t m_pExistingLog[CONTROL_FIELD_COUNT];
};
// Removes a channel from the channels clip referring to it.
void RemoveChannelFromClips( CDmeChannel *pChannel );
// Removes a stereo operator from the animation set referring to it
void RemoveStereoOpFromSet( CDmeBalanceToStereoCalculatorOperator *pChannel );
// Builds the list of flex controls (outputs) in the current game model
void BuildDesiredFlexControlList( CDmeGameModel *pGameModel );
// This builds a list of the desired input controls we need to have controls for
// by the time we're all done with this enormous process.
void BuildDesiredControlList( CDmeGameModel *pGameModel );
// finds controls whose channels don't point to anything anymore, and deletes both the channels and the control
void RemoveUnusedControlsAndChannels( CDmeAnimationSet *pAnimationSet, CDmeChannelsClip *pChannelsClip );
// I'll bet you can guess what this does
void RemoveUnusedExistingFlexControllers( CDmeGameModel *pGameModel );
// Fixup list of existing flex controller logs
// - reattach flex controls that were removed from the gamemodel's list
void FixupExistingFlexControlLogList( CDmeFilmClip *pCurrentClip, CDmeGameModel *pGameModel );
// Converts existing logs to balance/value if necessary while building the list
// Also deletes existing infrastructure (balance ops, channels, flex controller ops).
void BuildExistingFlexControlLogList( CDmeFilmClip *pCurrentClip, CDmeGameModel *pGameModel );
// Finds a desired flex controller index in the m_FlexControllerInfo array
int FindDesiredFlexController( const char *pFlexControllerName ) const;
// Blows away the various elements trying to control a flex controller op
void CleanupExistingFlexController( CDmeGameModel *pGameModel, CDmeGlobalFlexControllerOperator *pOp );
// Finds a channels clip containing a particular channel
CDmeChannelsClip* FindChannelsClipContainingChannel( CDmeFilmClip *pClip, CDmeChannel *pSearch );
// Returns an existing mono log
void GetExistingMonoLog( ExistingLogInfo_t *pLog, CDmeFilmClip *pClip, CDmeGlobalFlexControllerOperator *pMonoOp );
// Returns an existing stereo log, performing conversion if necessary
void GetExistingStereoLog( ExistingLogInfo_t *pLogs, CDmeFilmClip *pClip,
CDmeGlobalFlexControllerOperator *pRightOp, CDmeGlobalFlexControllerOperator *pLeftOp );
// Returns an existing value/balance log
void GetExistingVBLog( ExistingLogInfo_t *pLogs, CDmeFilmClip *pClip, CDmeBalanceToStereoCalculatorOperator *pStereoOp );
// Converts an existing left/right log into a value/balance log
void ConvertExistingLRLogs( ExistingLogInfo_t *pLogs, CDmeFilmClip *pClip, CDmeChannel *pLeftChannel, CDmeChannel *pRightChannel );
// Computes a global offset and scale to convert from log time to global time
void ComputeChannelTimeTransform( DmeTime_t *pOffset, double *pScale, CDmeChannelsClip *pChannelsClip );
bool ComputeChannelTimeTransform( DmeTime_t *pOffset, double *pScale, CDmeFilmClip* pClip, CDmeChannel* pChannel );
// Initializes the fields of a flex control
void InitializeFlexControl( ControlInfo_t &info );
// Creates all controls for flexes
void CreateFlexControls( CDmeAnimationSet *pAnimationSet );
// Build the infrastructure of the ops that connect that control to the dmegamemodel
void AttachControlsToGameModel( CDmeAnimationSet *pAnimationSet, CDmeGameModel *pGameModel, CDmeChannelsClip *pChannelsClip );
// Connects a mono control to a single flex controller op
void BuildFlexControllerOps( CDmeGameModel *pGameModel, CDmeChannelsClip *pChannelsClip, ControlInfo_t &info, ControlField_t field );
// Connects a stereo control to a two flex controller ops
void BuildStereoFlexControllerOps( CDmeAnimationSet *pAnimationSet, CDmeGameModel *pGameModel, CDmeChannelsClip *pChannelsClip, ControlInfo_t &info );
// Attaches existing logs and sets default values for logs
void SetupLogs( CDmeChannelsClip *pChannelsClip, bool bUseExistingLogs );
// Destination flex controllers
CUtlVector< FlexControllerInfo_t > m_FlexControllerInfo;
// Destination controls
CUtlVector< ControlInfo_t > m_ControlInfo;
CDmeFilmClip *m_pMovie;
};
//-----------------------------------------------------------------------------
// Initialize default global flex controller
//-----------------------------------------------------------------------------
void SetupDefaultFlexController();
#endif // FLEXCONTROLBUILDER_H