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2020-08-04 13:13:01 -04:00

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C++

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