--Code Change

-Add Animate Button
This commit is contained in:
Seth Troisi
2022-02-22 19:54:29 -08:00
parent 36e83c5552
commit 8ab6c920ee
7 changed files with 171 additions and 34 deletions

View File

@ -17,7 +17,8 @@ void Fractorium::InitLibraryUI()
connect(ui.SequenceAllButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceAllButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceGenerateButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceGenerateButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceRenderButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceRenderButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceClearButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceClearButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceAnimateButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceAnimateButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceClearButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceClearButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceSaveButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceSaveButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceOpenButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceOpenButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeStaggerCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeStaggerCheckBoxStateChanged(int)), Qt::QueuedConnection);
@ -128,7 +129,7 @@ vector<pair<size_t, QTreeWidgetItem*>> Fractorium::GetCurrentEmberIndex(bool isC
/// <param name="v">The vector holding the RGBA bitmap</param>
/// <param name="w">The width of the bitmap</param>
/// <param name="h">The height of the bitmap</param>
void Fractorium::SetLibraryTreeItemData(EmberTreeWidgetItemBase* item, vv4F& v, uint w, uint h)
void Fractorium::SetTreeItemData(EmberTreeWidgetItemBase* item, vv4F& v, uint w, uint h)
{
m_PreviewVec.resize(size_t(w) * size_t(h) * 4);
Rgba32ToRgba8(v.data(), m_PreviewVec.data(), w, h, m_Settings->Transparency());
@ -177,11 +178,13 @@ void FractoriumEmberController<T>::SyncLibrary(eLibraryUpdate update)
template <typename T>
void FractoriumEmberController<T>::FillLibraryTree(int selectIndex)
{
StopAllPreviewRenderers();
const uint size = PREVIEW_SIZE;
vector<byte> v(size * size * 4);
vector<byte> empy_preview(size * size * 4);
const auto tree = m_Fractorium->ui.LibraryTree;
tree->clear();
StopAllPreviewRenderers();
auto fileItem = new QTreeWidgetItem(tree);
QFileInfo info(m_EmberFile.m_Filename);
fileItem->setText(0, info.fileName());
@ -199,7 +202,7 @@ void FractoriumEmberController<T>::FillLibraryTree(int selectIndex)
emberItem->setText(0, it.m_Name.c_str());
emberItem->setToolTip(0, emberItem->text(0));
emberItem->SetImage(v, size, size);
emberItem->SetImage(empy_preview, size, size);
}
if (selectIndex != -1)
@ -218,7 +221,7 @@ template <typename T>
void FractoriumEmberController<T>::UpdateLibraryTree()
{
const uint size = PREVIEW_SIZE;
vector<byte> v(size * size * 4);
vector<byte> empy_preview(size * size * 4);
const auto tree = m_Fractorium->ui.LibraryTree;
if (auto top = tree->topLevelItem(0))
@ -236,7 +239,7 @@ void FractoriumEmberController<T>::UpdateLibraryTree()
emberItem->setText(0, it->m_Name.c_str());
emberItem->setToolTip(0, emberItem->text(0));
emberItem->SetImage(v, size, size);
emberItem->SetImage(empy_preview, size, size);
}
//When adding elements, ensure all indices are sequential.
@ -429,10 +432,10 @@ template <typename T>
void FractoriumEmberController<T>::RenderPreviews(QTreeWidget* tree, TreePreviewRenderer<T>* renderer, EmberFile<T>& file, uint start, uint end)
{
renderer->Stop();
if (start == UINT_MAX && end == UINT_MAX)
{
if (const auto top = tree->topLevelItem(0))
// Animated item might be at index 0, previews go in last item.
if (const auto top = tree->topLevelItem(tree->topLevelItemCount() - 1))
{
const auto childCount = top->childCount();
vector<byte> emptyPreview(PREVIEW_SIZE * PREVIEW_SIZE * 4);
@ -472,6 +475,23 @@ void FractoriumEmberController<T>::StopAllPreviewRenderers()
StopSequencePreviewRender();
}
template <typename T>
void FractoriumEmberController<T>::AddAnimationItem()
{
auto fileItem = new QTreeWidgetItem(m_Fractorium->ui.SequenceTree);
fileItem->setText(0, "Rendered Animation");
fileItem->setToolTip(0, "Rendered frames can be animated here");
fileItem->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
auto emberItem = new EmberTreeWidgetItemBase(fileItem);
emberItem->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
emberItem->setToolTip(0, "Animated Frame");
const uint size = PREVIEW_SIZE;
vector<byte> empy_preview(size * size * 4);
emberItem->SetImage(empy_preview, size, size);
}
/// <summary>
/// Fill the sequence tree with the names of the embers in the
/// currently generated sequence.
@ -480,11 +500,16 @@ void FractoriumEmberController<T>::StopAllPreviewRenderers()
template <typename T>
void FractoriumEmberController<T>::FillSequenceTree()
{
StopAllPreviewRenderers();
const uint size = PREVIEW_SIZE;
vector<byte> v(size * size * 4);
vector<byte> empy_preview(size * size * 4);
const auto tree = m_Fractorium->ui.SequenceTree;
tree->clear();
StopAllPreviewRenderers();
// Add extra TreeWidget for animation at index 0
AddAnimationItem();
auto fileItem = new QTreeWidgetItem(tree);
QFileInfo info(m_SequenceFile.m_Filename);
fileItem->setText(0, info.fileName());
@ -504,10 +529,13 @@ void FractoriumEmberController<T>::FillSequenceTree()
i++;
emberItem->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
emberItem->setToolTip(0, emberItem->text(0));
emberItem->SetImage(v, size, size);
emberItem->SetImage(empy_preview, size, size);
}
tree->expandAll();
// Hide the animation item
tree->collapseItem(tree->topLevelItem(0));
RenderSequencePreviews(0, uint(m_SequenceFile.Size()));
}
@ -520,7 +548,7 @@ void FractoriumEmberController<T>::FillSequenceTree()
template <typename T>
void FractoriumEmberController<T>::SequenceTreeItemChanged(QTreeWidgetItem* item, int col)
{
if (item == m_Fractorium->ui.SequenceTree->topLevelItem(0))
if (item == m_Fractorium->ui.SequenceTree->topLevelItem(1))
{
auto text = item->text(0);
@ -542,8 +570,13 @@ void Fractorium::OnSequenceTreeItemChanged(QTreeWidgetItem* item, int col)
/// <param name="start">Ignored, render all.</param>
/// <param name="end">Ignored, render all.</param>
template <typename T>
void FractoriumEmberController<T>::RenderSequencePreviews(uint start, uint end) { RenderPreviews(m_Fractorium->ui.SequenceTree, m_SequencePreviewRenderer.get(), m_SequenceFile, start, end); }
void Fractorium::OnSequenceStartPreviewsButtonClicked(bool checked) { m_Controller->RenderSequencePreviews(); }
void FractoriumEmberController<T>::RenderSequencePreviews(uint start, uint end) {
RenderPreviews(m_Fractorium->ui.SequenceTree, m_SequencePreviewRenderer.get(), m_SequenceFile, start, end);
}
void Fractorium::OnSequenceStartPreviewsButtonClicked(bool checked) {
m_Controller->RenderSequencePreviews();
}
/// <summary>
/// Stop rendering the sequence previews.
@ -731,8 +764,6 @@ void FractoriumEmberController<T>::SequenceGenerateButtonClicked()
for (frame = 0; frame < blendFrames; frame++)
{
//if (frame == 43)
// cout << frame << endl;
const auto seqFlag = frame == 0 || (frame == blendFrames - 1);
blend = frame / double(blendFrames);
result.Clear();
@ -774,6 +805,63 @@ void Fractorium::OnSequenceRenderButtonClicked(bool checked)
}
}
/// <summary>
/// Animate the sequence
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SequenceAnimateNextFrame()
{
const auto tree = m_Fractorium->ui.SequenceTree;
if (const auto renders = tree->topLevelItem(1))
{
if (renders->childCount())
{
const auto animate = dynamic_cast<EmberTreeWidgetItemBase*>(tree->topLevelItem(0)->child(0));
const auto frame = m_AnimateFrame++ % renders->childCount();
const auto nth = dynamic_cast<EmberTreeWidgetItemBase*>(renders->child(frame));
if (animate && nth)
{
if (!nth->m_Rendered)
{
m_AnimateFrame = 0;
}
else
{
animate->m_Pixmap = QPixmap(nth->m_Pixmap);
animate->setData(0, Qt::DecorationRole, animate->m_Pixmap);
}
}
}
}
}
/// <summary>
/// Animate the sequence
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SequenceAnimateButtonClicked()
{
if (const auto animation = m_Fractorium->ui.SequenceTree->topLevelItem(0))
{
if (animation->isExpanded())
{
animation->setExpanded(false);
m_AnimateTimer->stop();
}
else
{
animation->setExpanded(true);
m_AnimateFrame = 0;
// TODO Make this a UI Parameter
const auto fps = 30;
m_AnimateTimer->start(1000 / fps);
}
}
}
void Fractorium::OnSequenceAnimateButtonClicked(bool checked) { m_Controller->SequenceAnimateButtonClicked(); }
/// <summary>
/// Clear the sequence.
/// </summary>