Begin VN scene parser

This commit is contained in:
2023-02-04 23:44:55 -08:00
parent fb34d7c16e
commit 2a67884dde
9 changed files with 255 additions and 44 deletions

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@ -0,0 +1,36 @@
<vnscene>
<head>
<!-- Includes -->
<include path="visualnovel/scene/SimpleVNScene.hpp" />
<include path="prefabs/characters/DeathPrefab.hpp" />
<!-- <include scene="Scene_2" /> -->
<!-- Characters -->
<character class="DeathPrefab" name="death" />
<!-- Extra Assets -->
<asset type="AudioAsset" name="audio_test" />
<!-- Scene -->
<scene type="SimpleVNScene" name="Scene_1" />
<!-- Defaults -->
<!-- <default type="animation-curve">out-quad</default> -->
</head>
<!-- Some other ideas I had:
<methods>
<method type="void" name="onSceneEnded">
// Literal CPP code here.
</method>
</methods>
-->
<events>
<pause duration="0.1" />
<text character="death" emotion="happy" string="scene.1.1" />
<character-fade character="death" duration="1.0" ease="out-quad" />
<scene-transition scene="Scene_2" />
</events>
</vnscene>

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@ -1,36 +0,0 @@
# This is a sample VN Scene that I am creating to create a scene generator.
# The scene generator will simply create a series of events, nothing more.
# Infact, the scene generator really is just a scene event with trailed events
# Generator.
# Scene name is probably going to be inherited from either the target or the
# filename
# By default the mode we are in is in TEXT mode, unless you explicitly change
# the mode. The text mode takes the person, emotion and text string and tries
# to convert it to this C++ equivallent code;
# new VisualNovelTextboxEvent(vnManager, this->[person]->vnCharacter, this->[person]->[emotion], [text])
# Here is our first example. We take death, give her an emotion, and write some
# text.
death:happy: scene.1.1
# Here, we inherit the existing emotion. I've also omitted the space because it
# is just there for show.
death:scene.1.1
# Now let's fade our character in. Fade char in events start like this
fade death in quad over 1.0
# Could also be written like any of these
# fade death out
# fade death in
# fade death out over 1.0 seconds
# fade death in over 1.0 seconds
# fade death in linear
# fade death out linear over 10 seconds
# fade death out over 10
# Basically the format just needs to be
# fade [character] [in/out] (easing function) (time)
# Each time a fade occurs the parameters will be remembered, and used for any
# other fade after that, so you just need to define the easing curve once per
# scene.

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@ -39,6 +39,8 @@ tool_truetype(truetype_alice ${DIR_GAME_ASSETS}/font/Alice-Regular.ttf truetype_
tool_audio(audio_test borrowed/sample_short.wav)
tool_vnscene(vnscene_1 ${DIR_GAME_ASSETS}/vn/Scene_1.xml)
add_dependencies(${DAWN_TARGET_NAME}
locale_poker
@ -50,4 +52,6 @@ add_dependencies(${DAWN_TARGET_NAME}
texture_test
audio_test
vnscene_1
)

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@ -11,8 +11,6 @@
#include "visualnovel/events/characters/VisualNovelTransformItemEvent.hpp"
#include "visualnovel/events/timing/VisualNovelBatchEvent.hpp"
#include "ui_test.hpp"
namespace Dawn {
class Scene_1 : public SimpleVNScene {
protected:
@ -22,10 +20,6 @@ namespace Dawn {
this->death = DeathPrefab::create(this);
this->death->material->color.a = 0;
// this->death->transform.setLocalPosition(glm::vec3(-100, 0, 0));
auto item = this->canvas->addElement<UITest>();
item->setTransform(UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_STRETCH, glm::vec4(0, 0, 0, 0), 0.0f);
}
void onSceneEnded() {

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@ -27,7 +27,10 @@ int32_t xmlLoadChild(xml_t *xml, char *data, int32_t i) {
// Look for either an opening tag (<) or a word for a value.
if(c == '>') continue;
if(c == '<') {
if(insideTag) {
if(data[i] == '!' && data[i+1] == '-') {
doing = XML_PARSING_COMMENT;
i += 2;
} else if(insideTag) {
i = xmlLoadChild(xml->children + xml->childrenCount++, data, i-1);
doing = XML_PARSING_CHILD;
} else {
@ -161,6 +164,13 @@ int32_t xmlLoadChild(xml_t *xml, char *data, int32_t i) {
free(buffer);
return i;
case XML_PARSING_COMMENT:
if(c != '-') continue;
if(data[i] != '-') continue;
if(data[i+1] != '>') continue;
i+= 2;
doing = XML_DOING_NOTHING;
default:
break;
}

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@ -18,6 +18,7 @@
#define XML_PARSING_VALUE 0x06
#define XML_PARSING_CHILD 0x07
#define XML_PARSING_CLOSE 0x08
#define XML_PARSING_COMMENT 0x09
#define XML_TEXT_BUFFER_MAX 2048
#define XML_CHILD_COUNT_MAX 128

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@ -3,4 +3,17 @@
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_subdirectory(vnscenegen)
add_subdirectory(vnscenegen)
# UI Tool
function(tool_vnscene target in)
add_custom_target(${target}
COMMAND vnscenegen "${DAWN_ASSETS_SOURCE_DIR}/${in}" "${DAWN_GENERATED_DIR}/scenes/${target}"
COMMENT "Generating VN Scene ${target} from ${in}"
DEPENDS vnscenegen
)
target_include_directories(${DAWN_TARGET_NAME}
PUBLIC
${DAWN_GENERATED_DIR}/scenes
)
endfunction()

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@ -10,6 +10,7 @@ target_sources(vnscenegen
PRIVATE
main.cpp
../../utils/file.c
../../utils/xml.c
)
target_include_directories(vnscenegen
PUBLIC

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@ -5,11 +5,199 @@
extern "C" {
#include "../../utils/file.h"
#include "../../utils/xml.h"
#include <memory.h>
}
#include <iostream>
#include <vector>
struct CharacterInformation {
std::string clazz;
std::string name;
};
struct Asset {
std::string type;
std::string name;
};
struct HeaderInformation {
std::string type;
std::string name;
std::vector<std::string> includes;
std::vector<struct CharacterInformation> characters;
std::vector<struct Asset> assets;
};
int32_t parseInclude(struct HeaderInformation *info, xml_t *node) {
auto attrPath = xmlGetAttributeByName(node, "path");
if(attrPath == -1) {
std::cout << "Missing include path in VN Header Defintions." << std::endl;
return 1;
}
info->includes.push_back(node->attributeDatas[attrPath]);
return 0;
}
int32_t parseCharacter(struct HeaderInformation *info, xml_t *node) {
auto attrClass = xmlGetAttributeByName(node, "class");
if(attrClass == -1) {
std::cout << "Character definition is missing class" << std::endl;
return 1;
}
auto attrName = xmlGetAttributeByName(node, "name");
if(attrName == -1) {
std::cout << "Character definition is missing name" << std::endl;
}
struct CharacterInformation character;
character.clazz = std::string(node->attributeDatas[attrClass]);
character.name = std::string(node->attributeDatas[attrName]);
info->characters.push_back(character);
return 0;
}
int32_t parseScene(struct HeaderInformation *info, xml_t *node) {
auto attrName = xmlGetAttributeByName(node, "name");
if(attrName == -1) {
std::cout << "VN Scene <scene> definition is missing name attribute" << std::endl;
return 1;
}
info->name = std::string(node->attributeDatas[attrName]);
auto attrType = xmlGetAttributeByName(node, "type");
if(attrType == -1) {
info->type = "SimpleVNScene";
} else {
info->type = std::string(node->attributeDatas[attrType]);
}
return 0;
}
int32_t parseAsset(struct HeaderInformation *info, xml_t *node) {
auto attrType = xmlGetAttributeByName(node, "type");
if(attrType == -1) {
std::cout << "VN Scene Asset missing type attribute" << std::endl;
return 1;
}
auto attrName = xmlGetAttributeByName(node, "name");
if(attrName == -1) {
std::cout << "VN Scene Asset missing name attribute" << std::endl;
return 1;
}
struct Asset ass;
ass.type = std::string(node->attributeDatas[attrType]);
ass.name = std::string(node->attributeDatas[attrName]);
info->assets.push_back(ass);
return 0;
}
int32_t parseHeader(struct HeaderInformation *info, xml_t *node) {
for(int32_t i = 0; i < node->childrenCount; i++) {
auto c = node->children + i;
auto n = std::string(c->node);
int32_t ret = 0;
std::cout << n << std::endl;
if(n == "include") {
ret = parseInclude(info, c);
} else if(n == "character") {
ret = parseCharacter(info, c);
} else if(n == "scene") {
ret = parseScene(info, c);
} else if (n == "asset") {
ret = parseAsset(info, c);
} else {
std::cout << "Parsing VN Scene header, unknown node " << n << std::endl;
}
if(ret != 0) return ret;
}
return 0;
}
int main(int32_t argc, char *args[]) {
if(argc != 3) {
std::cout << "Invalid number of args passed to VNScene Generator" << std::endl;
return 1;
}
// Open input file.
char fileIn[FILENAME_MAX];
fileNormalizeSlashes(args[1]);
sprintf(fileIn, "%s", args[1]);
FILE *fin = fopen(fileIn, "rb");
if(fin == NULL) {
std::cout << "Failed to open input file " << fileIn << std::endl;
return 1;
}
// Tell file len
auto len = assetReadString(fin, NULL);
// Read data.
char *buffer = (char *)malloc(sizeof(char) * (len + 1));
if(buffer == NULL) {
std::cout << "Failed to create temporary memory." << std::endl;
fclose(fin);
return 1;
}
assetReadString(fin, buffer);
fclose(fin);
// Parse XML
xml_t xml;
xmlLoad(&xml, buffer);
free(buffer);
// First, read the header information
struct HeaderInformation header;
for(int32_t i = 0; i < xml.childrenCount; i++) {
auto child = xml.children + i;
if(std::string(child->node) != "head") continue;
auto ret = parseHeader(&header, child);
if(ret != 0) {
xmlDispose(&xml);
return ret;
}
break;
}
// Validate header
if(header.name.size() == 0 || header.type.size() == 0) {
std::cout << "VN Scene header wasn't parsed properly." << std::endl;
return 1;
}
std::string bufferOut;
bufferOut += "#pragma once\n";
auto itInclude = header.includes.begin();
while(itInclude != header.includes.end()) {
bufferOut += "#include \"" + (*itInclude) + "\"\n";
++itInclude;
}
// Finished with XML data, now we can write data out.
xmlDispose(&xml);
char fileOut[FILENAME_MAX];
fileNormalizeSlashes(args[2]);
sprintf(fileOut, "%s.hpp", args[2]);
fileMkdirp(fileOut);
FILE *fout = fopen(fileOut, "wb");
if(fout == NULL) {
std::cout << "Failed to open output file." << std::endl;
return 1;
}
// Buffer out data.
const char *bufferOutStr = bufferOut.c_str();
fwrite(bufferOutStr, sizeof(char), strlen(bufferOutStr), fout);
fclose(fout);
std::cout << "Generated Scene " << fileOut << std::endl;
return 0;
}