Team Fortress 2 Source Code as on 22/4/2020
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//========= 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 "tier1/utlvector.h"
#include "tier1/utldict.h"
#include "bitvec.h"
#include "expressionsample.h"
#include "choreoevent.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