parallel animations, a different test dialogue, utf-8
This commit is contained in:
1 parent
1b31faa7ee
commit
475e57d85c
3 files changed
+787
-645
No files matched your search
+201
-159
@@ -1,9 +1,10 @@
|
||||
#include <cstdio>
|
||||
#include <cstdio>
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
#include <unordered_map>
|
||||
#include <string>
|
||||
#include <chrono> // <-- NEW: For delta-time calculation
|
||||
#include <chrono>
|
||||
#include <vector> // <-- NEW: For tracking multiple animations
|
||||
#include <window.h>
|
||||
#include <text.h>
|
||||
#include <compositor.h>
|
||||
@@ -14,52 +15,41 @@
|
||||
// ============================================================================
|
||||
|
||||
enum CommandType {
|
||||
CMD_SHOW, // Show character with specific sprite
|
||||
CMD_HIDE, // Hide character (all sprites)
|
||||
CMD_MOVE, // Move character to position
|
||||
CMD_CHANGE_SPRITE, // Change character's sprite/expression
|
||||
CMD_SET_Z, // Change z-order
|
||||
CMD_SET_SCALE, // Change scale
|
||||
CMD_SPEAK, // Display dialogue
|
||||
CMD_WAIT, // Wait for click
|
||||
CMD_BACKGROUND, // Change background
|
||||
CMD_SHOW,
|
||||
CMD_HIDE,
|
||||
CMD_MOVE,
|
||||
CMD_CHANGE_SPRITE,
|
||||
CMD_SET_Z,
|
||||
CMD_SET_SCALE,
|
||||
CMD_SPEAK,
|
||||
CMD_WAIT,
|
||||
CMD_BACKGROUND,
|
||||
};
|
||||
|
||||
enum TransitionType {
|
||||
TRANS_NONE, // Instant snap
|
||||
TRANS_FADE, // Fade in / Fade out
|
||||
TRANS_SLIDE_LEFT, // Slide in from left
|
||||
TRANS_SLIDE_RIGHT, // Slide in from right
|
||||
TRANS_NONE,
|
||||
TRANS_FADE,
|
||||
TRANS_SLIDE_LEFT,
|
||||
TRANS_SLIDE_RIGHT,
|
||||
};
|
||||
|
||||
// Easing enums (must match compositor.h)
|
||||
// We provide them here for the demo's compilation
|
||||
#ifndef COMPOSITOR_H
|
||||
enum easing_t {
|
||||
EASE_LINEAR = 0, EASE_IN_QUAD, EASE_OUT_QUAD, EASE_IN_OUT_QUAD,
|
||||
EASE_IN_CUBIC, EASE_OUT_CUBIC, EASE_IN_OUT_CUBIC
|
||||
};
|
||||
#endif
|
||||
|
||||
struct Command {
|
||||
CommandType type;
|
||||
const char* character_name; // Which character (by name)
|
||||
const char* character_name;
|
||||
|
||||
// Position/transform data
|
||||
int x, y;
|
||||
int z;
|
||||
float scale;
|
||||
|
||||
// Sprite/image data
|
||||
const char* sprite_name;
|
||||
|
||||
// Dialogue data
|
||||
const char* speaker;
|
||||
const char* text;
|
||||
|
||||
// Animation/transition data
|
||||
TransitionType transition;
|
||||
float duration_ms;
|
||||
|
||||
bool blocking; // NEW: If true, wait for this animation to complete before next command
|
||||
};
|
||||
|
||||
struct Scene {
|
||||
@@ -78,24 +68,71 @@ struct Scene {
|
||||
}
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// ANIMATION TRACKER
|
||||
// ============================================================================
|
||||
|
||||
struct ActiveAnimation {
|
||||
float remaining_time;
|
||||
|
||||
ActiveAnimation(float duration) : remaining_time(duration) {}
|
||||
};
|
||||
|
||||
class AnimationTracker {
|
||||
private:
|
||||
std::vector<ActiveAnimation> active_animations;
|
||||
|
||||
public:
|
||||
void add_animation(float duration_sec) {
|
||||
if (duration_sec > 0.0f) {
|
||||
active_animations.push_back(ActiveAnimation(duration_sec));
|
||||
}
|
||||
}
|
||||
|
||||
void update(float delta_time) {
|
||||
for (size_t i = 0; i < active_animations.size(); ) {
|
||||
active_animations[i].remaining_time -= delta_time;
|
||||
if (active_animations[i].remaining_time <= 0.0f) {
|
||||
// Animation finished, remove it
|
||||
active_animations.erase(active_animations.begin() + i);
|
||||
}
|
||||
else {
|
||||
++i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool has_active_animations() const {
|
||||
return !active_animations.empty();
|
||||
}
|
||||
|
||||
void clear() {
|
||||
active_animations.clear();
|
||||
}
|
||||
|
||||
int count() const {
|
||||
return active_animations.size();
|
||||
}
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// CHARACTER MANAGEMENT
|
||||
// ============================================================================
|
||||
|
||||
struct SpriteElement {
|
||||
uint32_t* image_data;
|
||||
uint32_t element_id; // compositor element ID
|
||||
uint32_t element_id;
|
||||
bool visible;
|
||||
};
|
||||
|
||||
struct Character {
|
||||
std::string name;
|
||||
std::unordered_map<std::string, SpriteElement> sprites; // emotion -> sprite
|
||||
std::unordered_map<std::string, SpriteElement> sprites;
|
||||
int width, height;
|
||||
int current_x, current_y;
|
||||
int current_z;
|
||||
float current_scale;
|
||||
std::string current_sprite; // Which sprite is currently visible
|
||||
std::string current_sprite;
|
||||
};
|
||||
|
||||
class CharacterManager {
|
||||
@@ -109,7 +146,6 @@ public:
|
||||
: compositor(comp), screen_width(screen_w) {
|
||||
}
|
||||
|
||||
// Register a character
|
||||
void add_character(const char* name, int width, int height) {
|
||||
Character ch;
|
||||
ch.name = name;
|
||||
@@ -123,7 +159,6 @@ public:
|
||||
characters[name] = ch;
|
||||
}
|
||||
|
||||
// Load a sprite for a character and insert it into compositor
|
||||
void load_sprite(const char* name, const char* emotion, const char* filename,
|
||||
int width, int height, int initial_z = 1) {
|
||||
auto it = characters.find(name);
|
||||
@@ -137,21 +172,18 @@ public:
|
||||
elem.element_id = compositor_insert(compositor, img, width, height, 0, 0, initial_z);
|
||||
elem.visible = false;
|
||||
|
||||
// NEW: Start fully faded out and invisible
|
||||
compositor_set_alpha(compositor, elem.element_id, 0.0f);
|
||||
compositor_set_visible(compositor, elem.element_id, false);
|
||||
|
||||
it->second.sprites[emotion] = elem;
|
||||
}
|
||||
|
||||
// Get character by name
|
||||
Character* get_character(const char* name) {
|
||||
auto it = characters.find(name);
|
||||
if (it != characters.end()) return &it->second;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Get the element ID of the character's currently active sprite
|
||||
uint32_t get_active_element_id(Character* ch) {
|
||||
if (!ch || ch->current_sprite.empty()) return 0;
|
||||
auto it = ch->sprites.find(ch->current_sprite);
|
||||
@@ -159,13 +191,11 @@ public:
|
||||
return it->second.element_id;
|
||||
}
|
||||
|
||||
// Show character with specific sprite
|
||||
void show_character(const char* name, int x, int y, int z, const char* sprite_name,
|
||||
TransitionType transition, float duration_ms) {
|
||||
Character* ch = get_character(name);
|
||||
if (!ch) return;
|
||||
|
||||
// Hide all other sprites for this character first
|
||||
for (auto& pair : ch->sprites) {
|
||||
if (pair.first != sprite_name && pair.second.visible) {
|
||||
compositor_set_visible(compositor, pair.second.element_id, false);
|
||||
@@ -174,44 +204,40 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
// Find the requested sprite
|
||||
auto it = ch->sprites.find(sprite_name);
|
||||
if (it == ch->sprites.end()) return;
|
||||
|
||||
SpriteElement& elem = it->second;
|
||||
float duration_sec = duration_ms / 1000.0f;
|
||||
|
||||
// Update state
|
||||
ch->current_x = x;
|
||||
ch->current_y = y;
|
||||
ch->current_z = z;
|
||||
ch->current_sprite = sprite_name;
|
||||
elem.visible = true; // Mark as logically visible
|
||||
elem.visible = true;
|
||||
|
||||
// Set properties that aren't animated
|
||||
compositor_set_zorder(compositor, elem.element_id, z);
|
||||
|
||||
// --- NEW: Apply Transition ---
|
||||
if (transition == TRANS_FADE) {
|
||||
compositor_set_position(compositor, elem.element_id, x, y); // Snap position
|
||||
compositor_set_position(compositor, elem.element_id, x, y);
|
||||
compositor_set_visible(compositor, elem.element_id, true);
|
||||
compositor_animate_fade(compositor, elem.element_id, 1.0f, duration_sec, EASE_LINEAR);
|
||||
}
|
||||
else if (transition == TRANS_SLIDE_LEFT) {
|
||||
int start_x = -ch->width; // Start off-screen left
|
||||
int start_x = -ch->width;
|
||||
compositor_set_position(compositor, elem.element_id, start_x, y);
|
||||
compositor_set_alpha(compositor, elem.element_id, 1.0f); // Make opaque
|
||||
compositor_set_alpha(compositor, elem.element_id, 1.0f);
|
||||
compositor_set_visible(compositor, elem.element_id, true);
|
||||
compositor_animate_move(compositor, elem.element_id, x, y, duration_sec, EASE_OUT_CUBIC);
|
||||
}
|
||||
else if (transition == TRANS_SLIDE_RIGHT) {
|
||||
int start_x = screen_width; // Start off-screen right
|
||||
int start_x = screen_width;
|
||||
compositor_set_position(compositor, elem.element_id, start_x, y);
|
||||
compositor_set_alpha(compositor, elem.element_id, 1.0f); // Make opaque
|
||||
compositor_set_alpha(compositor, elem.element_id, 1.0f);
|
||||
compositor_set_visible(compositor, elem.element_id, true);
|
||||
compositor_animate_move(compositor, elem.element_id, x, y, duration_sec, EASE_OUT_CUBIC);
|
||||
}
|
||||
else { // TRANS_NONE
|
||||
else {
|
||||
compositor_set_position(compositor, elem.element_id, x, y);
|
||||
compositor_set_alpha(compositor, elem.element_id, 1.0f);
|
||||
compositor_set_visible(compositor, elem.element_id, true);
|
||||
@@ -224,14 +250,12 @@ public:
|
||||
|
||||
float duration_sec = duration_ms / 1000.0f;
|
||||
|
||||
// Hide all visible sprites for this character
|
||||
for (auto& pair : ch->sprites) {
|
||||
if (pair.second.visible) {
|
||||
if (transition == TRANS_FADE) {
|
||||
// compositor_tick will set invisible on completion
|
||||
compositor_animate_fade(compositor, pair.second.element_id, 0.0f, duration_sec, EASE_LINEAR);
|
||||
}
|
||||
else { // TRANS_NONE
|
||||
else {
|
||||
compositor_set_visible(compositor, pair.second.element_id, false);
|
||||
compositor_set_alpha(compositor, pair.second.element_id, 0.0f);
|
||||
}
|
||||
@@ -259,12 +283,9 @@ public:
|
||||
}
|
||||
|
||||
void change_sprite(const char* name, const char* new_emotion) {
|
||||
// This is an instant snap for cross-fading, which is more complex.
|
||||
// For now, we just snap.
|
||||
Character* ch = get_character(name);
|
||||
if (!ch) return;
|
||||
|
||||
// Hide current sprite
|
||||
if (!ch->current_sprite.empty()) {
|
||||
auto old_it = ch->sprites.find(ch->current_sprite);
|
||||
if (old_it != ch->sprites.end()) {
|
||||
@@ -274,7 +295,6 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
// Show new sprite at same position/z
|
||||
auto new_it = ch->sprites.find(new_emotion);
|
||||
if (new_it != ch->sprites.end()) {
|
||||
compositor_set_position(compositor, new_it->second.element_id,
|
||||
@@ -304,7 +324,7 @@ public:
|
||||
ch->current_scale = scale;
|
||||
float duration_sec = duration_ms / 1000.0f;
|
||||
|
||||
if (transition == TRANS_FADE) { // Use "fade" as a stand-in for "smooth"
|
||||
if (transition == TRANS_FADE) {
|
||||
compositor_animate_scale(compositor, id, scale, duration_sec, EASE_IN_OUT_QUAD);
|
||||
}
|
||||
else {
|
||||
@@ -312,7 +332,6 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
~CharacterManager() {
|
||||
for (auto& pair : characters) {
|
||||
for (auto& sprite : pair.second.sprites) {
|
||||
@@ -342,37 +361,36 @@ public:
|
||||
name_id(nid), dialogue_id(did) {
|
||||
}
|
||||
|
||||
// NEW: Execute a command and return the duration of any triggered animation
|
||||
float execute(const Command* cmd) {
|
||||
switch (cmd->type) {
|
||||
case CMD_SHOW:
|
||||
char_manager->show_character(cmd->character_name, cmd->x, cmd->y,
|
||||
cmd->z, cmd->sprite_name,
|
||||
cmd->transition, cmd->duration_ms);
|
||||
return cmd->duration_ms / 1000.0f; // Return duration
|
||||
return cmd->duration_ms / 1000.0f;
|
||||
|
||||
case CMD_HIDE:
|
||||
char_manager->hide_character(cmd->character_name,
|
||||
cmd->transition, cmd->duration_ms);
|
||||
return cmd->duration_ms / 1000.0f; // Return duration
|
||||
return cmd->duration_ms / 1000.0f;
|
||||
|
||||
case CMD_MOVE:
|
||||
char_manager->move_character(cmd->character_name, cmd->x, cmd->y,
|
||||
cmd->transition, cmd->duration_ms);
|
||||
return cmd->duration_ms / 1000.0f; // Return duration
|
||||
return cmd->duration_ms / 1000.0f;
|
||||
|
||||
case CMD_CHANGE_SPRITE:
|
||||
char_manager->change_sprite(cmd->character_name, cmd->sprite_name);
|
||||
break; // Instant
|
||||
break;
|
||||
|
||||
case CMD_SET_Z:
|
||||
char_manager->set_z(cmd->character_name, cmd->z);
|
||||
break; // Instant
|
||||
break;
|
||||
|
||||
case CMD_SET_SCALE:
|
||||
char_manager->set_scale(cmd->character_name, cmd->scale,
|
||||
cmd->transition, cmd->duration_ms);
|
||||
return cmd->duration_ms / 1000.0f; // Return duration
|
||||
return cmd->duration_ms / 1000.0f;
|
||||
|
||||
case CMD_SPEAK:
|
||||
text_clear(name_text);
|
||||
@@ -385,13 +403,13 @@ public:
|
||||
}
|
||||
compositor_mark_content_dirty(compositor, name_id);
|
||||
compositor_mark_content_dirty(compositor, dialogue_id);
|
||||
break; // Instant
|
||||
break;
|
||||
|
||||
case CMD_WAIT:
|
||||
case CMD_BACKGROUND:
|
||||
break; // No-op
|
||||
break;
|
||||
}
|
||||
return 0.0f; // Default: no duration
|
||||
return 0.0f;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -399,11 +417,10 @@ public:
|
||||
// MAIN PROGRAM
|
||||
// ============================================================================
|
||||
|
||||
// NEW: Main application state
|
||||
enum AppState {
|
||||
STATE_IDLE, // Ready to process next command
|
||||
STATE_ANIMATING, // Waiting for an animation to finish
|
||||
STATE_WAITING_FOR_INPUT // Waiting for user click (after CMD_WAIT)
|
||||
STATE_IDLE,
|
||||
STATE_ANIMATING,
|
||||
STATE_WAITING_FOR_INPUT
|
||||
};
|
||||
|
||||
int main() {
|
||||
@@ -423,14 +440,12 @@ int main() {
|
||||
return 1;
|
||||
}
|
||||
|
||||
// --- Background ---
|
||||
uint32_t* bg = image_load_resized("assets/background.png", WIDTH, HEIGHT);
|
||||
if (bg) {
|
||||
uint32_t bg_id = compositor_insert(compositor, bg, WIDTH, HEIGHT, 0, 0, 0);
|
||||
compositor_set_alpha(compositor, bg_id, 1.0f); // Make sure bg is visible
|
||||
compositor_set_alpha(compositor, bg_id, 1.0f);
|
||||
}
|
||||
|
||||
// --- Character Setup ---
|
||||
const int CHAR_WIDTH = 400;
|
||||
const int CHAR_HEIGHT = 600;
|
||||
const int CHAR_Y_OFFSET = 140;
|
||||
@@ -438,111 +453,147 @@ int main() {
|
||||
|
||||
CharacterManager char_manager(compositor, WIDTH);
|
||||
|
||||
// Register characters
|
||||
char_manager.add_character("maksw", CHAR_WIDTH, CHAR_HEIGHT);
|
||||
char_manager.add_character("wikor", CHAR_WIDTH, CHAR_HEIGHT);
|
||||
|
||||
// Load sprites - these get pre-inserted into compositor (hidden, alpha 0)
|
||||
char_manager.load_sprite("maksw", "neutral", "assets/maksw.png", CHAR_WIDTH, CHAR_HEIGHT);
|
||||
char_manager.load_sprite("wikor", "neutral", "assets/wikor.png", CHAR_WIDTH, CHAR_HEIGHT);
|
||||
|
||||
// --- Textbox ---
|
||||
uint32_t* textbox = image_load_resized("assets/textbox.png", WIDTH, 180);
|
||||
if (textbox) {
|
||||
uint32_t box_id = compositor_insert(compositor, textbox, WIDTH, 180, 0, HEIGHT - 180, 3);
|
||||
compositor_set_alpha(compositor, box_id, 1.0f); // Make sure it's visible
|
||||
compositor_set_alpha(compositor, box_id, 1.0f);
|
||||
}
|
||||
|
||||
// --- Text Layers ---
|
||||
text_t* name_text = text_init(WIDTH, HEIGHT);
|
||||
uint32_t name_id = compositor_insert(compositor, text_getfb(name_text),
|
||||
WIDTH, HEIGHT, 60, HEIGHT - 170, 4);
|
||||
compositor_set_alpha(compositor, name_id, 1.0f); // Text is pre-multiplied
|
||||
compositor_set_alpha(compositor, name_id, 1.0f);
|
||||
|
||||
text_t* dialogue_text = text_init_shared(name_text, WIDTH, HEIGHT);
|
||||
text_t* dialogue_text = text_init_shared(name_text, WIDTH - 140, HEIGHT);
|
||||
uint32_t dialogue_id = compositor_insert(compositor, text_getfb(dialogue_text),
|
||||
WIDTH, HEIGHT, 60, HEIGHT - 130, 4);
|
||||
WIDTH - 140, HEIGHT, 60, HEIGHT - 130, 4);
|
||||
compositor_set_alpha(compositor, dialogue_id, 1.0f);
|
||||
|
||||
// --- Scene Script (UPDATED with transitions) ---
|
||||
// --- Scene Script ---
|
||||
Command scene_commands[] = {
|
||||
// Show both characters
|
||||
{CMD_SHOW, "maksw", 100, POS_Y, 2, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_LEFT, 500.0f},
|
||||
{CMD_SHOW, "wikor", 800, POS_Y, 1, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_RIGHT, 500.0f},
|
||||
// Show both characters IN PARALLEL
|
||||
{CMD_SHOW, "maksw", 100, POS_Y, 2, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_LEFT, 500.0f, false},
|
||||
{CMD_SHOW, "wikor", 800, POS_Y, 1, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_RIGHT, 500.0f, true},
|
||||
|
||||
// Maksw speaks (bring to front, scale up, move slightly forward)
|
||||
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
|
||||
// Maksw speaks
|
||||
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
|
||||
"Hey, Wikor, nice weather today, huh?", TRANS_NONE, 0},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
u8"Hey, admirał wiktorov, the sun's actually out today. Did the weather daemon crash overnight?", TRANS_NONE, 0, true},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||
|
||||
// Wikor responds
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f},
|
||||
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Wikor",
|
||||
"Yeah, it's surprisingly sunny for November.", TRANS_NONE, 0},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, u8"admirał wiktorov",
|
||||
"Either that, or someone forgot to reboot the clouds. I didn't authorize this much sunlight.", TRANS_NONE, 0, true},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||
|
||||
// Maksw speaks again
|
||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f},
|
||||
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
|
||||
// Maksw replies
|
||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
|
||||
"We should get back to debugging soon though.", TRANS_NONE, 0},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
"You sound disappointed. Don't tell me you actually prefer the cold and gloom.", TRANS_NONE, 0, true},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||
|
||||
// Wikor final line
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f},
|
||||
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Wikor",
|
||||
"You're right, that compositor won't fix itself.", TRANS_NONE, 0},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
|
||||
// Wikor gets smug
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, u8"admirał wiktorov",
|
||||
"Cold means fewer bugs - in the code and in the air. The moment it warms up, the chaos begins.", TRANS_NONE, 0, true},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||
|
||||
// Fade out
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, ""},
|
||||
{CMD_HIDE, "maksw", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 1000.0f},
|
||||
{CMD_HIDE, "wikor", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 1000.0f},
|
||||
// Maksw teasingly replies
|
||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
|
||||
"You just don't like seeing people happy. Admit it.", TRANS_NONE, 0, true},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||
|
||||
// Wikor snarks back
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, u8"admirał wiktorov",
|
||||
"Happiness is fine, as long as it doesn't interfere with system uptime.", TRANS_NONE, 0, true},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||
|
||||
// Closing line
|
||||
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
|
||||
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
|
||||
"Then let's keep uptime at 100% and go grab some coffee before the next storm update.", TRANS_NONE, 0, true},
|
||||
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
|
||||
|
||||
// Fade out both
|
||||
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "", nullptr, TRANS_NONE, 0, false},
|
||||
{CMD_HIDE, "maksw", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 500.0f, false},
|
||||
{CMD_HIDE, "wikor", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 500.0f, true},
|
||||
};
|
||||
|
||||
Scene scene = { scene_commands, sizeof(scene_commands) / sizeof(Command), 0 };
|
||||
CommandExecutor executor(&char_manager, compositor, name_text, dialogue_text,
|
||||
name_id, dialogue_id);
|
||||
|
||||
// --- Main Loop ---
|
||||
bool running = true;
|
||||
|
||||
// NEW: State machine variables
|
||||
AppState current_state = STATE_IDLE; // Start in IDLE to process first commands
|
||||
float animation_timer = 0.0f;
|
||||
AppState current_state = STATE_IDLE;
|
||||
AnimationTracker anim_tracker; // NEW: Track multiple animations
|
||||
|
||||
// NEW: Delta-time variables
|
||||
auto last_frame_time = std::chrono::high_resolution_clock::now();
|
||||
|
||||
int frame_count = 0;
|
||||
float frame_time_sum = 0.0f;
|
||||
const int FPS_REPORT_FRAME_COUNT = 60;
|
||||
|
||||
while (running) {
|
||||
if (window_pollevent(window)) running = false;
|
||||
|
||||
// --- 1. Calculate Delta Time ---
|
||||
auto current_time = std::chrono::high_resolution_clock::now();
|
||||
std::chrono::duration<float> delta_duration = current_time - last_frame_time;
|
||||
float delta_time_sec = delta_duration.count();
|
||||
last_frame_time = current_time;
|
||||
|
||||
// --- 2. Update Animations (ALWAYS) ---
|
||||
frame_count++;
|
||||
frame_time_sum += delta_time_sec;
|
||||
|
||||
if (frame_count >= FPS_REPORT_FRAME_COUNT) {
|
||||
float avg_delta_time = frame_time_sum / (float)frame_count;
|
||||
float fps = 1.0f / avg_delta_time;
|
||||
printf("FPS: %.2f (over %d frames)\n", fps, FPS_REPORT_FRAME_COUNT);
|
||||
|
||||
// Reset counters
|
||||
frame_count = 0;
|
||||
frame_time_sum = 0.0f;
|
||||
}
|
||||
|
||||
compositor_tick(compositor, delta_time_sec);
|
||||
|
||||
// Update text animation
|
||||
text_nextframe(name_text);
|
||||
text_nextframe(dialogue_text);
|
||||
compositor_mark_content_dirty(compositor, name_id);
|
||||
compositor_mark_content_dirty(compositor, dialogue_id);
|
||||
|
||||
// --- 3. Handle Input ---
|
||||
// NEW: Update animation tracker
|
||||
anim_tracker.update(delta_time_sec);
|
||||
|
||||
static bool mouse_was_down = false;
|
||||
bool mouse_is_down = window_is_mouse_button_down(window, MOUSE_BUTTON_LEFT);
|
||||
bool mouse_clicked = mouse_is_down && !mouse_was_down;
|
||||
@@ -555,39 +606,28 @@ int main() {
|
||||
|
||||
bool advance_input = mouse_clicked || key_pressed;
|
||||
|
||||
// --- 4. Main State Machine ---
|
||||
|
||||
// Check if animation finished
|
||||
// Check if animations finished
|
||||
if (current_state == STATE_ANIMATING) {
|
||||
animation_timer -= delta_time_sec;
|
||||
if (animation_timer <= 0.0f) {
|
||||
if (!anim_tracker.has_active_animations()) {
|
||||
current_state = STATE_IDLE;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle user input
|
||||
if (advance_input) {
|
||||
if (text_is_animating(dialogue_text)) {
|
||||
// Fast-forward text
|
||||
text_show_all_current(dialogue_text);
|
||||
}
|
||||
else if (current_state == STATE_WAITING_FOR_INPUT) {
|
||||
// Advance from a WAIT command
|
||||
current_state = STATE_IDLE;
|
||||
}
|
||||
else if (current_state == STATE_ANIMATING) {
|
||||
// User wants to skip animation
|
||||
animation_timer = 0.0f;
|
||||
// Skip all remaining animations
|
||||
anim_tracker.clear();
|
||||
current_state = STATE_IDLE;
|
||||
// Note: The animation won't snap to the end.
|
||||
// A 'snap' function would be needed in the compositor.
|
||||
// For now, this just proceeds to the next command.
|
||||
}
|
||||
}
|
||||
|
||||
// Process commands if idle
|
||||
// This while-loop will execute all instant commands in a single frame
|
||||
// until it hits an animation or a wait.
|
||||
while (current_state == STATE_IDLE) {
|
||||
if (!scene.has_next()) {
|
||||
running = false;
|
||||
@@ -596,31 +636,33 @@ int main() {
|
||||
|
||||
const Command* cmd = scene.current();
|
||||
float duration = executor.execute(cmd);
|
||||
|
||||
// NEW: Add animation to tracker
|
||||
if (duration > 0.0f) {
|
||||
anim_tracker.add_animation(duration);
|
||||
}
|
||||
|
||||
scene.next();
|
||||
|
||||
if (duration > 0.0f) {
|
||||
// This was an animated command
|
||||
current_state = STATE_ANIMATING;
|
||||
animation_timer = duration;
|
||||
// NEW: Check blocking flag
|
||||
if (cmd->blocking) {
|
||||
if (cmd->type == CMD_WAIT) {
|
||||
current_state = STATE_WAITING_FOR_INPUT;
|
||||
break;
|
||||
}
|
||||
else if (anim_tracker.has_active_animations()) {
|
||||
current_state = STATE_ANIMATING;
|
||||
break;
|
||||
}
|
||||
// If blocking but no animations, continue to next command
|
||||
}
|
||||
else if (cmd->type == CMD_WAIT) {
|
||||
// This was a wait command
|
||||
current_state = STATE_WAITING_FOR_INPUT;
|
||||
}
|
||||
// else: Instant command, loop continues to next command
|
||||
// If non-blocking, loop continues immediately to next command
|
||||
}
|
||||
|
||||
// --- 5. Render Frame ---
|
||||
const uint32_t* fb = compositor_compose(compositor);
|
||||
window_blit(window, fb);
|
||||
|
||||
// We no longer manually limit framerate.
|
||||
// V-Sync or other methods should be used if needed.
|
||||
// For now, we let it run as fast as possible.
|
||||
// window_limit_framerate(window, 60); // REMOVED
|
||||
}
|
||||
|
||||
// --- Cleanup ---
|
||||
if (bg) image_free(bg);
|
||||
if (textbox) image_free(textbox);
|
||||
text_destroy(name_text);
|
||||
|
||||
+582
-486
File diff suppressed because it is too large.
Load diff
@@ -97,6 +97,7 @@
|
||||
<LanguageStandard>stdcpp20</LanguageStandard>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
||||
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
@@ -118,6 +119,7 @@
|
||||
<LanguageStandard>stdcpp20</LanguageStandard>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
||||
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
@@ -137,6 +139,7 @@
|
||||
<AdditionalIncludeDirectories>include</AdditionalIncludeDirectories>
|
||||
<MultiProcessorCompilation>true</MultiProcessorCompilation>
|
||||
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
||||
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
@@ -158,6 +161,7 @@
|
||||
<LanguageStandard>stdcpp20</LanguageStandard>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
|
||||
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
|
||||
Reference in new issue
Block a user