Just breaking stuff

This commit is contained in:
2023-03-14 22:27:46 -07:00
parent 374ae30b88
commit cc7091717c
156 changed files with 1156 additions and 5683 deletions

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@ -36,10 +36,6 @@ add_subdirectory(scene)
add_subdirectory(state)
add_subdirectory(time)
if(DAWN_VISUAL_NOVEL)
add_subdirectory(visualnovel)
endif()
# Definitions
target_compile_definitions(${DAWN_TARGET_NAME}
PUBLIC

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@ -5,4 +5,8 @@
# Subdirs
add_subdirectory(poker)
add_subdirectory(tictactoe)
add_subdirectory(tictactoe)
if(DAWN_VISUAL_NOVEL)
add_subdirectory(visualnovel)
endif()

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@ -1,85 +1,85 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelManager.hpp"
#include "visualnovel/scene/SimpleVNScene.hpp"
using namespace Dawn;
VisualNovelManager::VisualNovelManager(SceneItem *item) :
SceneItemComponent(item)
{
}
void VisualNovelManager::onStart() {
SceneItemComponent::onStart();
this->uiCanvas = getScene()->findComponent<UICanvas>();
assertNotNull(this->uiCanvas);
this->textBox = this->uiCanvas->findElement<VisualNovelTextbox>();
this->fader = this->uiCanvas->findElement<VisualNovelFader>();
assertNotNull(this->textBox);
this->getScene()->eventSceneUnpausedUpdate.addListener(this, &VisualNovelManager::onUnpausedUpdate);
// Handle queuing simple VN Manager
auto scene = this->getScene();
auto sceneAsSimple = dynamic_cast<SimpleVNScene*>(scene);
if(sceneAsSimple != nullptr) {
this->setEvent(sceneAsSimple->getVNEvent());
}
if(this->currentEvent != nullptr) this->currentEvent->start(nullptr);
}
void VisualNovelManager::onUnpausedUpdate() {
if(this->currentEvent == nullptr) return;
if(!this->currentEvent->hasStarted) this->currentEvent->start(nullptr);
if(this->currentEvent->update()) return;
this->setEvent(this->currentEvent->end());
}
VisualNovelManager::~VisualNovelManager() {
if(this->currentEvent != nullptr) {
delete this->currentEvent;
}
this->getScene()->eventSceneUnpausedUpdate.removeListener(this, &VisualNovelManager::onUnpausedUpdate);
}
// // // // // // // // // // // // // // // // // // // // // // // // // // //
IVisualNovelEvent::IVisualNovelEvent(VisualNovelManager *man) {
assertNotNull(man);
this->manager = man;
}
void IVisualNovelEvent::start(IVisualNovelEvent *previous) {
this->hasStarted = true;
this->onStart(previous);
}
bool_t IVisualNovelEvent::update() {
return this->onUpdate();
}
IVisualNovelEvent * IVisualNovelEvent::end() {
this->onEnd();
if(this->doNext != nullptr) {
auto next = this->doNext;
this->doNext = nullptr;
return next;
}
return nullptr;
}
IVisualNovelEvent::~IVisualNovelEvent() {
if(this->doNext != nullptr) delete this->doNext;
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelManager.hpp"
#include "visualnovel/scene/SimpleVNScene.hpp"
using namespace Dawn;
VisualNovelManager::VisualNovelManager(SceneItem *item) :
SceneItemComponent(item)
{
}
void VisualNovelManager::onStart() {
SceneItemComponent::onStart();
this->uiCanvas = getScene()->findComponent<UICanvas>();
assertNotNull(this->uiCanvas);
this->textBox = this->uiCanvas->findElement<VisualNovelTextbox>();
this->fader = this->uiCanvas->findElement<VisualNovelFader>();
assertNotNull(this->textBox);
this->getScene()->eventSceneUnpausedUpdate.addListener(this, &VisualNovelManager::onUnpausedUpdate);
// Handle queuing simple VN Manager
auto scene = this->getScene();
auto sceneAsSimple = dynamic_cast<SimpleVNScene*>(scene);
if(sceneAsSimple != nullptr) {
this->setEvent(sceneAsSimple->getVNEvent());
}
if(this->currentEvent != nullptr) this->currentEvent->start(nullptr);
}
void VisualNovelManager::onUnpausedUpdate() {
if(this->currentEvent == nullptr) return;
if(!this->currentEvent->hasStarted) this->currentEvent->start(nullptr);
if(this->currentEvent->update()) return;
this->setEvent(this->currentEvent->end());
}
VisualNovelManager::~VisualNovelManager() {
if(this->currentEvent != nullptr) {
delete this->currentEvent;
}
this->getScene()->eventSceneUnpausedUpdate.removeListener(this, &VisualNovelManager::onUnpausedUpdate);
}
// // // // // // // // // // // // // // // // // // // // // // // // // // //
IVisualNovelEvent::IVisualNovelEvent(VisualNovelManager *man) {
assertNotNull(man);
this->manager = man;
}
void IVisualNovelEvent::start(IVisualNovelEvent *previous) {
this->hasStarted = true;
this->onStart(previous);
}
bool_t IVisualNovelEvent::update() {
return this->onUpdate();
}
IVisualNovelEvent * IVisualNovelEvent::end() {
this->onEnd();
if(this->doNext != nullptr) {
auto next = this->doNext;
this->doNext = nullptr;
return next;
}
return nullptr;
}
IVisualNovelEvent::~IVisualNovelEvent() {
if(this->doNext != nullptr) delete this->doNext;
}

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@ -1,124 +1,124 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "visualnovel/ui/VisualNovelTextbox.hpp"
#include "visualnovel/ui/VisualNovelFader.hpp"
namespace Dawn {
class IVisualNovelEvent;
class VisualNovelManager : public SceneItemComponent {
private:
IVisualNovelEvent* currentEvent = nullptr;
public:
UICanvas *uiCanvas = nullptr;
VisualNovelTextbox *textBox = nullptr;
VisualNovelFader *fader = nullptr;
AudioSource *audioBackground = nullptr;
AudioSource *audioCharacter = nullptr;
/** Event listener for unpaused scene updates. */
void onUnpausedUpdate();
/**
* Constructs a visual novel manager, scene item component.
*
* @param item Item that the VN manager belongs to.
*/
VisualNovelManager(SceneItem *item);
/**
* Sets the currently active visual novel event. This is assumed to be
* the only way to handle events (no multiples currently).
*
* @param event Event to set.
*/
template <class T>
T * setEvent(T *event) {
auto oldCurrent = this->currentEvent;
this->currentEvent = event;
if(this->hasInitialized && event != nullptr) event->start(oldCurrent);
delete oldCurrent;
return event;
}
/**
* Override to the SceneItemComponent on start event.
*
*/
void onStart() override;
/**
* Dispose / Cleanup the VN manager.
*
*/
~VisualNovelManager();
friend class IVisualNovelEvent;
};
class IVisualNovelEvent {
protected:
VisualNovelManager *manager;
IVisualNovelEvent *doNext = nullptr;
bool_t hasStarted = false;
virtual void onStart(IVisualNovelEvent *previous) = 0;
virtual bool_t onUpdate() = 0;
virtual void onEnd() = 0;
public:
IVisualNovelEvent(VisualNovelManager *manager);
/**
* Chains an event to be executed after this event has finished.
*
* @param next Event to process next.
* @return Whatever you pass in to next.
*/
template<class T>
T * then(T *next) {
this->doNext = next;
return next;
}
/**
* Begins this visual novel event, internally updates some flags and
* calls the event to do its own start logic.
*
* @param previous Previous event, this is for doing logic based chains.
*/
void start(IVisualNovelEvent *previous);
/**
* Performs a tick on this event. The event can then decide whether or not
* it has finished processing.
*
* @return True if the event is still active, otherwise false.
*/
bool_t update();
/**
* End this current event. Returns the "next event" to process. Most of
* the events can handle this with the simple ->then() chaining, but some
* events may chose to do complex if-style logic.
*
* @return Event to run next.
*/
IVisualNovelEvent * end();
/**
* Dispose the VN event.
*/
virtual ~IVisualNovelEvent();
friend class VisualNovelManager;
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "visualnovel/ui/VisualNovelTextbox.hpp"
#include "visualnovel/ui/VisualNovelFader.hpp"
namespace Dawn {
class IVisualNovelEvent;
class VisualNovelManager : public SceneItemComponent {
private:
IVisualNovelEvent* currentEvent = nullptr;
public:
UICanvas *uiCanvas = nullptr;
VisualNovelTextbox *textBox = nullptr;
VisualNovelFader *fader = nullptr;
AudioSource *audioBackground = nullptr;
AudioSource *audioCharacter = nullptr;
/** Event listener for unpaused scene updates. */
void onUnpausedUpdate();
/**
* Constructs a visual novel manager, scene item component.
*
* @param item Item that the VN manager belongs to.
*/
VisualNovelManager(SceneItem *item);
/**
* Sets the currently active visual novel event. This is assumed to be
* the only way to handle events (no multiples currently).
*
* @param event Event to set.
*/
template <class T>
T * setEvent(T *event) {
auto oldCurrent = this->currentEvent;
this->currentEvent = event;
if(this->hasInitialized && event != nullptr) event->start(oldCurrent);
delete oldCurrent;
return event;
}
/**
* Override to the SceneItemComponent on start event.
*
*/
void onStart() override;
/**
* Dispose / Cleanup the VN manager.
*
*/
~VisualNovelManager();
friend class IVisualNovelEvent;
};
class IVisualNovelEvent {
protected:
VisualNovelManager *manager;
IVisualNovelEvent *doNext = nullptr;
bool_t hasStarted = false;
virtual void onStart(IVisualNovelEvent *previous) = 0;
virtual bool_t onUpdate() = 0;
virtual void onEnd() = 0;
public:
IVisualNovelEvent(VisualNovelManager *manager);
/**
* Chains an event to be executed after this event has finished.
*
* @param next Event to process next.
* @return Whatever you pass in to next.
*/
template<class T>
T * then(T *next) {
this->doNext = next;
return next;
}
/**
* Begins this visual novel event, internally updates some flags and
* calls the event to do its own start logic.
*
* @param previous Previous event, this is for doing logic based chains.
*/
void start(IVisualNovelEvent *previous);
/**
* Performs a tick on this event. The event can then decide whether or not
* it has finished processing.
*
* @return True if the event is still active, otherwise false.
*/
bool_t update();
/**
* End this current event. Returns the "next event" to process. Most of
* the events can handle this with the simple ->then() chaining, but some
* events may chose to do complex if-style logic.
*
* @return Event to run next.
*/
IVisualNovelEvent * end();
/**
* Dispose the VN event.
*/
virtual ~IVisualNovelEvent();
friend class VisualNovelManager;
};
}

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@ -1,56 +1,56 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SimpleVisualNovelBackground.hpp"
using namespace Dawn;
SimpleVisualNovelBackground * SimpleVisualNovelBackground::create(Scene *s) {
auto item = s->createSceneItem();
// item->addComponent<MeshRenderer>();
item->addComponent<MeshHost>();
item->addComponent<SimpleTexturedMaterial>();
auto background = item->addComponent<SimpleVisualNovelBackground>();
return background;
}
SimpleVisualNovelBackground::SimpleVisualNovelBackground(SceneItem *item) :
SceneItemComponent(item)
{
}
std::vector<SceneItemComponent*> SimpleVisualNovelBackground::getDependencies(){
return std::vector<SceneItemComponent*>{
this->material = this->item->getComponent<SimpleTexturedMaterial>(),
this->meshHost = this->item->getComponent<MeshHost>()
};
}
void SimpleVisualNovelBackground::setTexture(Texture *texture) {
assertNotNull(texture);
this->material->texture = texture;
// Since we go both negative and positive, actual height is doubled
float_t aspect = (float_t)texture->getWidth() / (float_t)texture->getHeight();
float_t height = 0.5f;
QuadMesh::bufferQuadMeshWithZ(&this->meshHost->mesh,
glm::vec2(-aspect * height, -height), glm::vec2(0, 1),
glm::vec2( aspect * height, height), glm::vec2(1, 0),
0.0f, 0, 0
);
}
void SimpleVisualNovelBackground::onStart() {
assertNotNull(this->material);
assertNotNull(this->meshHost);
QuadMesh::initQuadMesh(&this->meshHost->mesh,
glm::vec2(-1, -1), glm::vec2(0, 1),
glm::vec2(1, 1), glm::vec2(1, 0),
0.0f
);
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SimpleVisualNovelBackground.hpp"
using namespace Dawn;
SimpleVisualNovelBackground * SimpleVisualNovelBackground::create(Scene *s) {
auto item = s->createSceneItem();
// item->addComponent<MeshRenderer>();
item->addComponent<MeshHost>();
item->addComponent<SimpleTexturedMaterial>();
auto background = item->addComponent<SimpleVisualNovelBackground>();
return background;
}
SimpleVisualNovelBackground::SimpleVisualNovelBackground(SceneItem *item) :
SceneItemComponent(item)
{
}
std::vector<SceneItemComponent*> SimpleVisualNovelBackground::getDependencies(){
return std::vector<SceneItemComponent*>{
this->material = this->item->getComponent<SimpleTexturedMaterial>(),
this->meshHost = this->item->getComponent<MeshHost>()
};
}
void SimpleVisualNovelBackground::setTexture(Texture *texture) {
assertNotNull(texture);
this->material->texture = texture;
// Since we go both negative and positive, actual height is doubled
float_t aspect = (float_t)texture->getWidth() / (float_t)texture->getHeight();
float_t height = 0.5f;
QuadMesh::bufferQuadMeshWithZ(&this->meshHost->mesh,
glm::vec2(-aspect * height, -height), glm::vec2(0, 1),
glm::vec2( aspect * height, height), glm::vec2(1, 0),
0.0f, 0, 0
);
}
void SimpleVisualNovelBackground::onStart() {
assertNotNull(this->material);
assertNotNull(this->meshHost);
QuadMesh::initQuadMesh(&this->meshHost->mesh,
glm::vec2(-1, -1), glm::vec2(0, 1),
glm::vec2(1, 1), glm::vec2(1, 0),
0.0f
);
}

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@ -1,44 +1,44 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/components/Components.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
namespace Dawn {
class SimpleVisualNovelBackground : public SceneItemComponent {
public:
SimpleTexturedMaterial *material;
MeshHost *meshHost;
/**
* Create a simple Visual Novel Background prefab.
*
* @param scene Scene to add this background to.
* @return Created background Scene Item.
*/
static SimpleVisualNovelBackground * create(Scene *scene);
/**
* Construct a Simple Visual Novel Background. Simple Background is used
* for a quick up and running Visual Novel scene, but does not have any
* special effects or controls beyond updating a texture and mesh.
*
* @param item Scene Item this background belongs to.
*/
SimpleVisualNovelBackground(SceneItem *item);
std::vector<SceneItemComponent*> getDependencies() override;
void onStart() override;
/**
* Set the texture for the background. Auto updates the material and the
* dimensions of the internal quad.
*
* @param texture Texture to use.
*/
void setTexture(Texture *texture);
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/components/Components.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
namespace Dawn {
class SimpleVisualNovelBackground : public SceneItemComponent {
public:
SimpleTexturedMaterial *material;
MeshHost *meshHost;
/**
* Create a simple Visual Novel Background prefab.
*
* @param scene Scene to add this background to.
* @return Created background Scene Item.
*/
static SimpleVisualNovelBackground * create(Scene *scene);
/**
* Construct a Simple Visual Novel Background. Simple Background is used
* for a quick up and running Visual Novel scene, but does not have any
* special effects or controls beyond updating a texture and mesh.
*
* @param item Scene Item this background belongs to.
*/
SimpleVisualNovelBackground(SceneItem *item);
std::vector<SceneItemComponent*> getDependencies() override;
void onStart() override;
/**
* Set the texture for the background. Auto updates the material and the
* dimensions of the internal quad.
*
* @param texture Texture to use.
*/
void setTexture(Texture *texture);
};
}

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@ -1,25 +1,25 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelCharacter.hpp"
using namespace Dawn;
VisualNovelCharacter::VisualNovelCharacter(SceneItem *item) :
SceneItemComponent(item)
{
}
std::vector<SceneItemComponent*> VisualNovelCharacter::getDependencies() {
return std::vector<SceneItemComponent*>{
(this->material = this->item->getComponent<SimpleTexturedMaterial>()),
(this->tiledSprite = this->item->getComponent<TiledSprite>())
};
}
void VisualNovelCharacter::onStart() {
assertNotNull(this->material);
assertNotNull(this->tiledSprite);
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelCharacter.hpp"
using namespace Dawn;
VisualNovelCharacter::VisualNovelCharacter(SceneItem *item) :
SceneItemComponent(item)
{
}
std::vector<SceneItemComponent*> VisualNovelCharacter::getDependencies() {
return std::vector<SceneItemComponent*>{
(this->material = this->item->getComponent<SimpleTexturedMaterial>()),
(this->tiledSprite = this->item->getComponent<TiledSprite>())
};
}
void VisualNovelCharacter::onStart() {
assertNotNull(this->material);
assertNotNull(this->tiledSprite);
}

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@ -1,37 +1,37 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "asset/assets/AudioAsset.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "scene/components/display/TiledSprite.hpp"
#include "scene/components/audio/AudioSource.hpp"
namespace Dawn {
struct VisualNovelCharacterEmotion {
int32_t tile = 0;
AudioAsset *talkSound = nullptr;
AudioAsset *emotionSound = nullptr;
};
class VisualNovelCharacter : public SceneItemComponent {
public:
std::string nameKey = "character.unknown";
SimpleTexturedMaterial *material = nullptr;
TiledSprite *tiledSprite = nullptr;
/**
* Visual Novel Character Component. Mostly logic-less but provides nice
* interfaces for sibling components.
*
* @param item Item that this component belongs to.
*/
VisualNovelCharacter(SceneItem *item);
std::vector<SceneItemComponent*> getDependencies() override;
void onStart() override;
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "asset/assets/AudioAsset.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "scene/components/display/TiledSprite.hpp"
#include "scene/components/audio/AudioSource.hpp"
namespace Dawn {
struct VisualNovelCharacterEmotion {
int32_t tile = 0;
AudioAsset *talkSound = nullptr;
AudioAsset *emotionSound = nullptr;
};
class VisualNovelCharacter : public SceneItemComponent {
public:
std::string nameKey = "character.unknown";
SimpleTexturedMaterial *material = nullptr;
TiledSprite *tiledSprite = nullptr;
/**
* Visual Novel Character Component. Mostly logic-less but provides nice
* interfaces for sibling components.
*
* @param item Item that this component belongs to.
*/
VisualNovelCharacter(SceneItem *item);
std::vector<SceneItemComponent*> getDependencies() override;
void onStart() override;
};
}

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@ -1,38 +1,38 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
namespace Dawn {
template<class T>
class VisualNovelCallbackEvent : public IVisualNovelEvent {
protected:
T *instance;
void (T::*callback)();
void onStart(IVisualNovelEvent *previous) {
}
bool_t onUpdate() {
return false;
}
void onEnd() {
((*this->instance).*(this->callback))();
}
public:
VisualNovelCallbackEvent(
VisualNovelManager *manager,
T *instance,
void (T::*callback)()
) : IVisualNovelEvent(manager) {
this->instance = instance;
this->callback = callback;
}
};
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
namespace Dawn {
template<class T>
class VisualNovelCallbackEvent : public IVisualNovelEvent {
protected:
T *instance;
void (T::*callback)();
void onStart(IVisualNovelEvent *previous) {
}
bool_t onUpdate() {
return false;
}
void onEnd() {
((*this->instance).*(this->callback))();
}
public:
VisualNovelCallbackEvent(
VisualNovelManager *manager,
T *instance,
void (T::*callback)()
) : IVisualNovelEvent(manager) {
this->instance = instance;
this->callback = callback;
}
};
}

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@ -1,32 +1,32 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelChangeSimpleBackgroundEvent.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
VisualNovelChangeSimpleBackgroundEvent::VisualNovelChangeSimpleBackgroundEvent(
VisualNovelManager *manager, Texture *texture
) : IVisualNovelEvent(manager) {
this->texture = texture;
}
void VisualNovelChangeSimpleBackgroundEvent::onStart(IVisualNovelEvent *prev) {
auto back = this->manager->getScene()
->findComponent<SimpleVisualNovelBackground>()
;
assertNotNull(back);
back->setTexture(this->texture);
}
bool_t VisualNovelChangeSimpleBackgroundEvent::onUpdate() {
return false;
}
void VisualNovelChangeSimpleBackgroundEvent::onEnd() {
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelChangeSimpleBackgroundEvent.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
VisualNovelChangeSimpleBackgroundEvent::VisualNovelChangeSimpleBackgroundEvent(
VisualNovelManager *manager, Texture *texture
) : IVisualNovelEvent(manager) {
this->texture = texture;
}
void VisualNovelChangeSimpleBackgroundEvent::onStart(IVisualNovelEvent *prev) {
auto back = this->manager->getScene()
->findComponent<SimpleVisualNovelBackground>()
;
assertNotNull(back);
back->setTexture(this->texture);
}
bool_t VisualNovelChangeSimpleBackgroundEvent::onUpdate() {
return false;
}
void VisualNovelChangeSimpleBackgroundEvent::onEnd() {
}

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@ -1,25 +1,25 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
#include "visualnovel/components/SimpleVisualNovelBackground.hpp"
namespace Dawn {
class VisualNovelChangeSimpleBackgroundEvent : public IVisualNovelEvent {
protected:
Texture *texture = nullptr;
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
VisualNovelChangeSimpleBackgroundEvent(
VisualNovelManager *manager,
Texture *texture
);
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
#include "visualnovel/components/SimpleVisualNovelBackground.hpp"
namespace Dawn {
class VisualNovelChangeSimpleBackgroundEvent : public IVisualNovelEvent {
protected:
Texture *texture = nullptr;
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
VisualNovelChangeSimpleBackgroundEvent(
VisualNovelManager *manager,
Texture *texture
);
};
}

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@ -1,25 +1,25 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelEmptyEvent.hpp"
using namespace Dawn;
VisualNovelEmptyEvent::VisualNovelEmptyEvent(VisualNovelManager *man) :
IVisualNovelEvent(man)
{
}
void VisualNovelEmptyEvent::onStart(IVisualNovelEvent *prev) {
}
bool_t VisualNovelEmptyEvent::onUpdate() {
return false;
}
void VisualNovelEmptyEvent::onEnd() {
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelEmptyEvent.hpp"
using namespace Dawn;
VisualNovelEmptyEvent::VisualNovelEmptyEvent(VisualNovelManager *man) :
IVisualNovelEvent(man)
{
}
void VisualNovelEmptyEvent::onStart(IVisualNovelEvent *prev) {
}
bool_t VisualNovelEmptyEvent::onUpdate() {
return false;
}
void VisualNovelEmptyEvent::onEnd() {
}

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@ -1,19 +1,19 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
namespace Dawn {
class VisualNovelEmptyEvent : public IVisualNovelEvent {
protected:
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
VisualNovelEmptyEvent(VisualNovelManager *manager);
};
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
namespace Dawn {
class VisualNovelEmptyEvent : public IVisualNovelEvent {
protected:
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
VisualNovelEmptyEvent(VisualNovelManager *manager);
};
}

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@ -1,35 +1,35 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelFadeEvent.hpp"
using namespace Dawn;
VisualNovelFadeEvent::VisualNovelFadeEvent(
VisualNovelManager *man,
struct Color color,
bool_t fadeIn,
easefunction_t *ease,
float_t duration
) : VisualNovelSimpleAnimationEvent(man, &duration) {
this->color = color;
this->fadeIn = fadeIn;
this->duration = duration;
this->simpleAnimation.easing = ease;
}
void VisualNovelFadeEvent::onStart(IVisualNovelEvent *previous) {
VisualNovelSimpleAnimationEvent::onStart(previous);
this->simpleAnimation = SimpleAnimation<float_t>(&this->manager->fader->color.a);
this->manager->fader->color = this->color;
this->manager->fader->color.a = this->fadeIn ? 0.0f : 1.0f;
this->simpleAnimation.addKeyframe(
0.0f, this->fadeIn ? 0.0f : 1.0f
);
this->simpleAnimation.addKeyframe(
this->duration, this->fadeIn ? 1.0f : 0.0f
);
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelFadeEvent.hpp"
using namespace Dawn;
VisualNovelFadeEvent::VisualNovelFadeEvent(
VisualNovelManager *man,
struct Color color,
bool_t fadeIn,
easefunction_t *ease,
float_t duration
) : VisualNovelSimpleAnimationEvent(man, &duration) {
this->color = color;
this->fadeIn = fadeIn;
this->duration = duration;
this->simpleAnimation.easing = ease;
}
void VisualNovelFadeEvent::onStart(IVisualNovelEvent *previous) {
VisualNovelSimpleAnimationEvent::onStart(previous);
this->simpleAnimation = SimpleAnimation<float_t>(&this->manager->fader->color.a);
this->manager->fader->color = this->color;
this->manager->fader->color.a = this->fadeIn ? 0.0f : 1.0f;
this->simpleAnimation.addKeyframe(
0.0f, this->fadeIn ? 0.0f : 1.0f
);
this->simpleAnimation.addKeyframe(
this->duration, this->fadeIn ? 1.0f : 0.0f
);
}

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@ -1,36 +1,36 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/events/animation/VisualNovelSimpleAnimationEvent.hpp"
namespace Dawn {
class VisualNovelFadeEvent : public VisualNovelSimpleAnimationEvent<float_t> {
protected:
struct Color color;
bool_t fadeIn;
float_t duration;
void onStart(IVisualNovelEvent *previous) override;
public:
/**
* Create a new visual novel event for fading the screen in/out.
*
* @param man Manager that this VN event belongs to.
* @param color Color to fade to/from.
* @param fadeIn True to make the color go from 0 to 1 opacity.
* @param ease Easing function to use.
* @param duration How long does the fade take.
*/
VisualNovelFadeEvent(
VisualNovelManager *man,
struct Color color,
bool_t fadeIn,
easefunction_t *ease,
float_t duration
);
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/events/animation/VisualNovelSimpleAnimationEvent.hpp"
namespace Dawn {
class VisualNovelFadeEvent : public VisualNovelSimpleAnimationEvent<float_t> {
protected:
struct Color color;
bool_t fadeIn;
float_t duration;
void onStart(IVisualNovelEvent *previous) override;
public:
/**
* Create a new visual novel event for fading the screen in/out.
*
* @param man Manager that this VN event belongs to.
* @param color Color to fade to/from.
* @param fadeIn True to make the color go from 0 to 1 opacity.
* @param ease Easing function to use.
* @param duration How long does the fade take.
*/
VisualNovelFadeEvent(
VisualNovelManager *man,
struct Color color,
bool_t fadeIn,
easefunction_t *ease,
float_t duration
);
};
}

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@ -1,59 +1,59 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelTextboxEvent.hpp"
using namespace Dawn;
VisualNovelTextboxEvent::VisualNovelTextboxEvent(
VisualNovelManager *manager,
VisualNovelCharacter *character,
struct VisualNovelCharacterEmotion emotion,
std::string languageKey
) : IVisualNovelEvent(manager) {
this->character = character;
this->languageKey = languageKey;
this->emotion = emotion;
}
VisualNovelTextboxEvent::VisualNovelTextboxEvent(
VisualNovelManager *manager,
std::string languageKey
) : IVisualNovelEvent(manager) {
this->character = nullptr;
this->languageKey = languageKey;
}
void VisualNovelTextboxEvent::onStart(IVisualNovelEvent *previous) {
if(this->manager->textBox == nullptr) return;
this->manager->textBox->setText(this->languageKey);
this->manager->textBox->setCharacter(this->character);
if(this->character != nullptr) {
this->character->tiledSprite->setTile(this->emotion.tile);
}
if(this->emotion.emotionSound != nullptr) {
if(this->manager->audioCharacter != nullptr) {
this->manager->audioCharacter->stop();
this->manager->audioCharacter->loop = false;
this->manager->audioCharacter->setAudioData(this->emotion.emotionSound);
this->manager->audioCharacter->play();
}
} else if(this->emotion.talkSound != nullptr) {
this->manager->textBox->setTalkingSound(this->emotion.talkSound);
}
this->manager->textBox->show();
}
bool_t VisualNovelTextboxEvent::onUpdate() {
return this->manager->textBox->isVisible();
}
void VisualNovelTextboxEvent::onEnd() {
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelTextboxEvent.hpp"
using namespace Dawn;
VisualNovelTextboxEvent::VisualNovelTextboxEvent(
VisualNovelManager *manager,
VisualNovelCharacter *character,
struct VisualNovelCharacterEmotion emotion,
std::string languageKey
) : IVisualNovelEvent(manager) {
this->character = character;
this->languageKey = languageKey;
this->emotion = emotion;
}
VisualNovelTextboxEvent::VisualNovelTextboxEvent(
VisualNovelManager *manager,
std::string languageKey
) : IVisualNovelEvent(manager) {
this->character = nullptr;
this->languageKey = languageKey;
}
void VisualNovelTextboxEvent::onStart(IVisualNovelEvent *previous) {
if(this->manager->textBox == nullptr) return;
this->manager->textBox->setText(this->languageKey);
this->manager->textBox->setCharacter(this->character);
if(this->character != nullptr) {
this->character->tiledSprite->setTile(this->emotion.tile);
}
if(this->emotion.emotionSound != nullptr) {
if(this->manager->audioCharacter != nullptr) {
this->manager->audioCharacter->stop();
this->manager->audioCharacter->loop = false;
this->manager->audioCharacter->setAudioData(this->emotion.emotionSound);
this->manager->audioCharacter->play();
}
} else if(this->emotion.talkSound != nullptr) {
this->manager->textBox->setTalkingSound(this->emotion.talkSound);
}
this->manager->textBox->show();
}
bool_t VisualNovelTextboxEvent::onUpdate() {
return this->manager->textBox->isVisible();
}
void VisualNovelTextboxEvent::onEnd() {
}

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@ -1,42 +1,42 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
#include "visualnovel/components/VisualNovelCharacter.hpp"
namespace Dawn {
class VisualNovelTextboxEvent : public IVisualNovelEvent {
protected:
std::string languageKey;
VisualNovelCharacter *character;
struct VisualNovelCharacterEmotion emotion;
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
/**
* Create a new Textbox Event. This will queue a conversation item for the
* textbox to display.
*
* @param manager Visual Novel Manager instance for this event.
* @param character Character that is intended to be speaking.
* @param languageKey Language Key to talk.
*/
VisualNovelTextboxEvent(
VisualNovelManager *manager,
VisualNovelCharacter *character,
struct VisualNovelCharacterEmotion emotion,
std::string languageKey
);
VisualNovelTextboxEvent(
VisualNovelManager *manager,
std::string languageKey
);
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
#include "visualnovel/components/VisualNovelCharacter.hpp"
namespace Dawn {
class VisualNovelTextboxEvent : public IVisualNovelEvent {
protected:
std::string languageKey;
VisualNovelCharacter *character;
struct VisualNovelCharacterEmotion emotion;
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
/**
* Create a new Textbox Event. This will queue a conversation item for the
* textbox to display.
*
* @param manager Visual Novel Manager instance for this event.
* @param character Character that is intended to be speaking.
* @param languageKey Language Key to talk.
*/
VisualNovelTextboxEvent(
VisualNovelManager *manager,
VisualNovelCharacter *character,
struct VisualNovelCharacterEmotion emotion,
std::string languageKey
);
VisualNovelTextboxEvent(
VisualNovelManager *manager,
std::string languageKey
);
};
}

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@ -1,10 +1,10 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
VisualNovelAnimationEvent.cpp
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
VisualNovelAnimationEvent.cpp
)

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@ -1,27 +1,27 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelAnimationEvent.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
VisualNovelAnimationEvent::VisualNovelAnimationEvent(
VisualNovelManager *manager
) : IVisualNovelEvent(manager) {
}
void VisualNovelAnimationEvent::onStart(IVisualNovelEvent *previous) {
}
bool_t VisualNovelAnimationEvent::onUpdate() {
this->animation->tick(this->manager->getGame()->timeManager.delta);
return !this->animation->finished;
}
void VisualNovelAnimationEvent::onEnd() {
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelAnimationEvent.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
VisualNovelAnimationEvent::VisualNovelAnimationEvent(
VisualNovelManager *manager
) : IVisualNovelEvent(manager) {
}
void VisualNovelAnimationEvent::onStart(IVisualNovelEvent *previous) {
}
bool_t VisualNovelAnimationEvent::onUpdate() {
this->animation->tick(this->manager->getGame()->timeManager.delta);
return !this->animation->finished;
}
void VisualNovelAnimationEvent::onEnd() {
}

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@ -1,22 +1,22 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
#include "display/animation/Animation.hpp"
namespace Dawn {
class VisualNovelAnimationEvent : public IVisualNovelEvent {
protected:
struct Animation *animation;
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
VisualNovelAnimationEvent(VisualNovelManager *manager);
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
#include "display/animation/Animation.hpp"
namespace Dawn {
class VisualNovelAnimationEvent : public IVisualNovelEvent {
protected:
struct Animation *animation;
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
VisualNovelAnimationEvent(VisualNovelManager *manager);
};
}

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@ -1,26 +1,26 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "VisualNovelAnimationEvent.hpp"
#include "display/animation/SimpleAnimation.hpp"
namespace Dawn {
template<typename T>
class VisualNovelSimpleAnimationEvent : public VisualNovelAnimationEvent {
public:
struct SimpleAnimation<T> simpleAnimation;
VisualNovelSimpleAnimationEvent(
VisualNovelManager *man,
T *modifies
) :
VisualNovelAnimationEvent(man),
simpleAnimation(modifies)
{
this->animation = &this->simpleAnimation;
}
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "VisualNovelAnimationEvent.hpp"
#include "display/animation/SimpleAnimation.hpp"
namespace Dawn {
template<typename T>
class VisualNovelSimpleAnimationEvent : public VisualNovelAnimationEvent {
public:
struct SimpleAnimation<T> simpleAnimation;
VisualNovelSimpleAnimationEvent(
VisualNovelManager *man,
T *modifies
) :
VisualNovelAnimationEvent(man),
simpleAnimation(modifies)
{
this->animation = &this->simpleAnimation;
}
};
}

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@ -1,24 +1,24 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "VisualNovelAnimationEvent.hpp"
#include "display/animation/SimpleCallbackAnimation.hpp"
namespace Dawn {
template<typename T, class I>
class VisualNovelSimpleCallbackAnimationEvent :
public VisualNovelAnimationEvent
{
public:
struct SimpleCallbackAnimation<T, I> callbackAnimation;
VisualNovelSimpleCallbackAnimationEvent(VisualNovelManager *man) :
VisualNovelAnimationEvent(man)
{
this->animation = &callbackAnimation;
}
};
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "VisualNovelAnimationEvent.hpp"
#include "display/animation/SimpleCallbackAnimation.hpp"
namespace Dawn {
template<typename T, class I>
class VisualNovelSimpleCallbackAnimationEvent :
public VisualNovelAnimationEvent
{
public:
struct SimpleCallbackAnimation<T, I> callbackAnimation;
VisualNovelSimpleCallbackAnimationEvent(VisualNovelManager *man) :
VisualNovelAnimationEvent(man)
{
this->animation = &callbackAnimation;
}
};
}

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@ -1,11 +1,11 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
VisualNovelFadeCharacterEvent.cpp
VisualNovelTransformItemEvent.cpp
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
VisualNovelFadeCharacterEvent.cpp
VisualNovelTransformItemEvent.cpp
)

View File

@ -1,28 +1,28 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelFadeCharacterEvent.hpp"
using namespace Dawn;
VisualNovelFadeCharacterEvent::VisualNovelFadeCharacterEvent(
VisualNovelManager *man,
VisualNovelCharacter *character,
bool_t fadeIn,
easefunction_t *ease,
float_t duration
) : VisualNovelSimpleAnimationEvent<float_t>(
man,
&character->material->color.a
) {
this->simpleAnimation.easing = ease;
if(fadeIn) {
this->simpleAnimation.addKeyframe(0.0f, 0.0f);
this->simpleAnimation.addKeyframe(duration, 1.0f);
} else {
this->simpleAnimation.addKeyframe(0.0f, 1.0f);
this->simpleAnimation.addKeyframe(duration, 0.0f);
}
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelFadeCharacterEvent.hpp"
using namespace Dawn;
VisualNovelFadeCharacterEvent::VisualNovelFadeCharacterEvent(
VisualNovelManager *man,
VisualNovelCharacter *character,
bool_t fadeIn,
easefunction_t *ease,
float_t duration
) : VisualNovelSimpleAnimationEvent<float_t>(
man,
&character->material->color.a
) {
this->simpleAnimation.easing = ease;
if(fadeIn) {
this->simpleAnimation.addKeyframe(0.0f, 0.0f);
this->simpleAnimation.addKeyframe(duration, 1.0f);
} else {
this->simpleAnimation.addKeyframe(0.0f, 1.0f);
this->simpleAnimation.addKeyframe(duration, 0.0f);
}
}

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@ -1,24 +1,24 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/events/animation/VisualNovelSimpleAnimationEvent.hpp"
#include "visualnovel/components/VisualNovelCharacter.hpp"
#include "scene/components/display/Material.hpp"
namespace Dawn {
class VisualNovelFadeCharacterEvent :
public VisualNovelSimpleAnimationEvent<float_t>
{
public:
VisualNovelFadeCharacterEvent(
VisualNovelManager *man,
VisualNovelCharacter *character,
bool_t fadeIn,
easefunction_t *ease,
float_t duration
);
};
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/events/animation/VisualNovelSimpleAnimationEvent.hpp"
#include "visualnovel/components/VisualNovelCharacter.hpp"
#include "scene/components/display/Material.hpp"
namespace Dawn {
class VisualNovelFadeCharacterEvent :
public VisualNovelSimpleAnimationEvent<float_t>
{
public:
VisualNovelFadeCharacterEvent(
VisualNovelManager *man,
VisualNovelCharacter *character,
bool_t fadeIn,
easefunction_t *ease,
float_t duration
);
};
}

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@ -1,53 +1,53 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelTransformItemEvent.hpp"
using namespace Dawn;
VisualNovelTransformItemEvent::VisualNovelTransformItemEvent(
VisualNovelManager *man,
SceneItem *item,
glm::vec3 start,
glm::vec3 end,
easefunction_t *ease,
float_t duration
) : VisualNovelSimpleCallbackAnimationEvent<glm::vec3, Transform>(man) {
assertNotNull(item);
this->item = item;
this->callbackAnimation.setCallback(
&item->transform, &Transform::setLocalPosition
);
if(duration != 0) {
this->callbackAnimation.addKeyframe(0.0f, start);
}
this->callbackAnimation.addKeyframe(duration, end);
}
VisualNovelTransformItemEvent::VisualNovelTransformItemEvent(
VisualNovelManager *man,
SceneItem *item,
glm::vec3 end,
easefunction_t *ease,
float_t duration
) : VisualNovelSimpleCallbackAnimationEvent<glm::vec3, Transform>(man) {
assertNotNull(item);
this->item = item;
this->callbackAnimation.setCallback(
&item->transform, &Transform::setLocalPosition
);
if(duration != 0) this->relative = true;
this->callbackAnimation.addKeyframe(duration, end);
}
void VisualNovelTransformItemEvent::onStart(IVisualNovelEvent *previous) {
if(this->relative) {
this->callbackAnimation.addKeyframe(0.0f, this->item->transform.getLocalPosition());
}
VisualNovelSimpleCallbackAnimationEvent::onStart(previous);
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelTransformItemEvent.hpp"
using namespace Dawn;
VisualNovelTransformItemEvent::VisualNovelTransformItemEvent(
VisualNovelManager *man,
SceneItem *item,
glm::vec3 start,
glm::vec3 end,
easefunction_t *ease,
float_t duration
) : VisualNovelSimpleCallbackAnimationEvent<glm::vec3, Transform>(man) {
assertNotNull(item);
this->item = item;
this->callbackAnimation.setCallback(
&item->transform, &Transform::setLocalPosition
);
if(duration != 0) {
this->callbackAnimation.addKeyframe(0.0f, start);
}
this->callbackAnimation.addKeyframe(duration, end);
}
VisualNovelTransformItemEvent::VisualNovelTransformItemEvent(
VisualNovelManager *man,
SceneItem *item,
glm::vec3 end,
easefunction_t *ease,
float_t duration
) : VisualNovelSimpleCallbackAnimationEvent<glm::vec3, Transform>(man) {
assertNotNull(item);
this->item = item;
this->callbackAnimation.setCallback(
&item->transform, &Transform::setLocalPosition
);
if(duration != 0) this->relative = true;
this->callbackAnimation.addKeyframe(duration, end);
}
void VisualNovelTransformItemEvent::onStart(IVisualNovelEvent *previous) {
if(this->relative) {
this->callbackAnimation.addKeyframe(0.0f, this->item->transform.getLocalPosition());
}
VisualNovelSimpleCallbackAnimationEvent::onStart(previous);
}

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@ -1,36 +1,36 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/events/animation/VisualNovelSimpleCallbackAnimationEvent.hpp"
namespace Dawn {
class VisualNovelTransformItemEvent :
public VisualNovelSimpleCallbackAnimationEvent<glm::vec3, Transform>
{
protected:
bool_t relative = false;
SceneItem *item = nullptr;
void onStart(IVisualNovelEvent *previous) override;
public:
VisualNovelTransformItemEvent(
VisualNovelManager *man,
SceneItem *item,
glm::vec3 start,
glm::vec3 end,
easefunction_t *ease,
float_t duration
);
VisualNovelTransformItemEvent(
VisualNovelManager *man,
SceneItem *item,
glm::vec3 end,
easefunction_t *ease,
float_t duration
);
};
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/events/animation/VisualNovelSimpleCallbackAnimationEvent.hpp"
namespace Dawn {
class VisualNovelTransformItemEvent :
public VisualNovelSimpleCallbackAnimationEvent<glm::vec3, Transform>
{
protected:
bool_t relative = false;
SceneItem *item = nullptr;
void onStart(IVisualNovelEvent *previous) override;
public:
VisualNovelTransformItemEvent(
VisualNovelManager *man,
SceneItem *item,
glm::vec3 start,
glm::vec3 end,
easefunction_t *ease,
float_t duration
);
VisualNovelTransformItemEvent(
VisualNovelManager *man,
SceneItem *item,
glm::vec3 end,
easefunction_t *ease,
float_t duration
);
};
}

View File

@ -1,11 +1,11 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
VisualNovelBatchEvent.cpp
VisualNovelPauseEvent.cpp
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
VisualNovelBatchEvent.cpp
VisualNovelPauseEvent.cpp
)

View File

@ -1,66 +1,66 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelBatchEvent.hpp"
using namespace Dawn;
VisualNovelBatchEvent::VisualNovelBatchEvent(
VisualNovelManager *man,
std::vector<IVisualNovelEvent*> events
) : IVisualNovelEvent(man) {
this->activeEvents = events;
}
void VisualNovelBatchEvent::onStart(IVisualNovelEvent *previous) {
auto it = this->activeEvents.begin();
while(it != this->activeEvents.end()) {
auto evt = *it;
evt->start(previous);
++it;
}
}
bool_t VisualNovelBatchEvent::onUpdate() {
bool_t result;
auto it = this->activeEvents.begin();
while(it != this->activeEvents.end()) {
auto evt = *it;
result = evt->update();
if(result) {
++it;
continue;
}
auto subNext = evt->end();
// In future I may remove this and instead immediately queue the next thing.
assertNull(subNext);
it = this->activeEvents.erase(it);
this->inactiveEvents.push_back(evt);
}
return this->activeEvents.size() > 0;
}
void VisualNovelBatchEvent::onEnd() {
}
VisualNovelBatchEvent::~VisualNovelBatchEvent() {
auto itActive = this->activeEvents.begin();
while(itActive != this->activeEvents.end()) {
auto evt = *itActive;
delete evt;
++itActive;
}
auto itInactive = this->inactiveEvents.begin();
while(itInactive != this->inactiveEvents.end()) {
auto evt = *itInactive;
delete evt;
++itInactive;
}
}
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelBatchEvent.hpp"
using namespace Dawn;
VisualNovelBatchEvent::VisualNovelBatchEvent(
VisualNovelManager *man,
std::vector<IVisualNovelEvent*> events
) : IVisualNovelEvent(man) {
this->activeEvents = events;
}
void VisualNovelBatchEvent::onStart(IVisualNovelEvent *previous) {
auto it = this->activeEvents.begin();
while(it != this->activeEvents.end()) {
auto evt = *it;
evt->start(previous);
++it;
}
}
bool_t VisualNovelBatchEvent::onUpdate() {
bool_t result;
auto it = this->activeEvents.begin();
while(it != this->activeEvents.end()) {
auto evt = *it;
result = evt->update();
if(result) {
++it;
continue;
}
auto subNext = evt->end();
// In future I may remove this and instead immediately queue the next thing.
assertNull(subNext);
it = this->activeEvents.erase(it);
this->inactiveEvents.push_back(evt);
}
return this->activeEvents.size() > 0;
}
void VisualNovelBatchEvent::onEnd() {
}
VisualNovelBatchEvent::~VisualNovelBatchEvent() {
auto itActive = this->activeEvents.begin();
while(itActive != this->activeEvents.end()) {
auto evt = *itActive;
delete evt;
++itActive;
}
auto itInactive = this->inactiveEvents.begin();
while(itInactive != this->inactiveEvents.end()) {
auto evt = *itInactive;
delete evt;
++itInactive;
}
}

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@ -1,27 +1,27 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
namespace Dawn {
class VisualNovelBatchEvent : public IVisualNovelEvent {
protected:
std::vector<IVisualNovelEvent*> activeEvents;
std::vector<IVisualNovelEvent*> inactiveEvents;
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
VisualNovelBatchEvent(
VisualNovelManager *man,
std::vector<IVisualNovelEvent*> events
);
~VisualNovelBatchEvent();
};
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
namespace Dawn {
class VisualNovelBatchEvent : public IVisualNovelEvent {
protected:
std::vector<IVisualNovelEvent*> activeEvents;
std::vector<IVisualNovelEvent*> inactiveEvents;
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
VisualNovelBatchEvent(
VisualNovelManager *man,
std::vector<IVisualNovelEvent*> events
);
~VisualNovelBatchEvent();
};
}

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@ -1,28 +1,28 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelPauseEvent.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
VisualNovelPauseEvent::VisualNovelPauseEvent(
VisualNovelManager *manager, float_t duration
) : IVisualNovelEvent(manager) {
this->duration = duration;
}
void VisualNovelPauseEvent::onStart(IVisualNovelEvent *prev) {
this->time = 0;
}
bool_t VisualNovelPauseEvent::onUpdate() {
this->time += this->manager->getGame()->timeManager.delta;
return this->time < this->duration;
}
void VisualNovelPauseEvent::onEnd() {
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelPauseEvent.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
VisualNovelPauseEvent::VisualNovelPauseEvent(
VisualNovelManager *manager, float_t duration
) : IVisualNovelEvent(manager) {
this->duration = duration;
}
void VisualNovelPauseEvent::onStart(IVisualNovelEvent *prev) {
this->time = 0;
}
bool_t VisualNovelPauseEvent::onUpdate() {
this->time += this->manager->getGame()->timeManager.delta;
return this->time < this->duration;
}
void VisualNovelPauseEvent::onEnd() {
}

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@ -1,28 +1,28 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
namespace Dawn {
class VisualNovelPauseEvent : public IVisualNovelEvent {
protected:
float_t time;
float_t duration;
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
/**
* Create a new Visual Novel Pause Event.
*
* @param manager Manager this event belongs to.
* @param duration Duration to pause for.
*/
VisualNovelPauseEvent(VisualNovelManager *manager, float_t duration);
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "visualnovel/VisualNovelManager.hpp"
namespace Dawn {
class VisualNovelPauseEvent : public IVisualNovelEvent {
protected:
float_t time;
float_t duration;
void onStart(IVisualNovelEvent *previous) override;
bool_t onUpdate() override;
void onEnd() override;
public:
/**
* Create a new Visual Novel Pause Event.
*
* @param manager Manager this event belongs to.
* @param duration Duration to pause for.
*/
VisualNovelPauseEvent(VisualNovelManager *manager, float_t duration);
};
}

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@ -1,10 +1,10 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
SimpleVNScene.cpp
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
SimpleVNScene.cpp
)

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@ -1,11 +1,11 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
VisualNovelFader.cpp
VisualNovelTextbox.cpp
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
VisualNovelFader.cpp
VisualNovelTextbox.cpp
)

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@ -1,25 +1,25 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelFader.hpp"
using namespace Dawn;
VisualNovelFader::VisualNovelFader(UICanvas *canvas) : UISprite(canvas) {
}
VisualNovelFader * VisualNovelFader::create(UICanvas *canvas) {
assertNotNull(canvas);
auto item = canvas->addElement<VisualNovelFader>();
item->setTransform(
UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_STRETCH,
glm::vec4(0, 0, 0, 0),
0.0f
);
item->color = COLOR_BLACK_TRANSPARENT;
return item;
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "VisualNovelFader.hpp"
using namespace Dawn;
VisualNovelFader::VisualNovelFader(UICanvas *canvas) : UISprite(canvas) {
}
VisualNovelFader * VisualNovelFader::create(UICanvas *canvas) {
assertNotNull(canvas);
auto item = canvas->addElement<VisualNovelFader>();
item->setTransform(
UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_STRETCH,
glm::vec4(0, 0, 0, 0),
0.0f
);
item->color = COLOR_BLACK_TRANSPARENT;
return item;
}

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@ -1,32 +1,32 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/UISprite.hpp"
#include "ui/UIEmpty.hpp"
namespace Dawn {
class VisualNovelFader : public UISprite {
private:
public:
/**
* Quickly create a visual novel fader.
*
* @param canvas Canvas the fader belongs to.
* @return Created VN Fader.
*/
static VisualNovelFader * create(UICanvas *canvas);
/**
* Construct a new Visual Novel Fader. VN Fader is just a sprite that is
* easily found by the VN Manager for the purpose of adding transitions to
* a VN scene.
*
* @param canvas Canvas for this component.
*/
VisualNovelFader(UICanvas *canvas);
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/UISprite.hpp"
#include "ui/UIEmpty.hpp"
namespace Dawn {
class VisualNovelFader : public UISprite {
private:
public:
/**
* Quickly create a visual novel fader.
*
* @param canvas Canvas the fader belongs to.
* @return Created VN Fader.
*/
static VisualNovelFader * create(UICanvas *canvas);
/**
* Construct a new Visual Novel Fader. VN Fader is just a sprite that is
* easily found by the VN Manager for the purpose of adding transitions to
* a VN scene.
*
* @param canvas Canvas for this component.
*/
VisualNovelFader(UICanvas *canvas);
};
}