fractorium/Source/Fractorium/FractoriumLibrary.cpp
mfeemster 881927bb0a --Bug fixes
-Apply template when saving sequences.
 -Was improperly setting name of sequence file.
2016-06-13 16:33:51 -07:00

768 lines
32 KiB
C++

#include "FractoriumPch.h"
#include "Fractorium.h"
/// <summary>
/// Initialize the library tree UI.
/// </summary>
void Fractorium::InitLibraryUI()
{
ui.LibraryTree->SetMainWindow(this);
ui.SequenceStaggerSpinBox->setValue(m_Settings->Stagger());
ui.SequenceRandomStaggerMaxSpinBox->setValue(m_Settings->StaggerMax());
ui.SequenceFramesPerRotSpinBox->setValue(m_Settings->FramesPerRot());
ui.SequenceRandomFramesPerRotMaxSpinBox->setValue(m_Settings->FramesPerRotMax());
ui.SequenceRotationsSpinBox->setValue(m_Settings->Rotations());
ui.SequenceRandomRotationsMaxSpinBox->setValue(m_Settings->RotationsMax());
ui.SequenceBlendFramesSpinBox->setValue(m_Settings->BlendFrames());
ui.SequenceRandomBlendMaxFramesSpinBox->setValue(m_Settings->BlendFramesMax());
connect(ui.LibraryTree, SIGNAL(itemChanged(QTreeWidgetItem*, int)), this, SLOT(OnEmberTreeItemChanged(QTreeWidgetItem*, int)), Qt::QueuedConnection);
connect(ui.LibraryTree, SIGNAL(itemDoubleClicked(QTreeWidgetItem*, int)), this, SLOT(OnEmberTreeItemDoubleClicked(QTreeWidgetItem*, int)), Qt::QueuedConnection);
connect(ui.LibraryTree, SIGNAL(itemActivated(QTreeWidgetItem*, int)), this, SLOT(OnEmberTreeItemDoubleClicked(QTreeWidgetItem*, int)), Qt::QueuedConnection);
connect(ui.SequenceTree, SIGNAL(itemChanged(QTreeWidgetItem*, int)), this, SLOT(OnSequenceTreeItemChanged(QTreeWidgetItem*, int)), Qt::QueuedConnection);
connect(ui.SequenceStartPreviewsButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceStartPreviewsButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceStopPreviewsButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceStopPreviewsButtonClicked(bool)), Qt::QueuedConnection);
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.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);
connect(ui.SequenceRandomizeFramesPerRotCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeFramesPerRotCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeRotationsCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeRotationsCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeBlendFramesCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeBlendFramesCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceStaggerSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceStaggerSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceRandomStaggerMaxSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceRandomStaggerMaxSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceStartFlameSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceStartFlameSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceStopFlameSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceStopFlameSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceFramesPerRotSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceFramesPerRotSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomFramesPerRotMaxSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceRandomFramesPerRotMaxSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRotationsSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceRotationsSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceRandomRotationsMaxSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceRandomRotationsMaxSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceBlendFramesSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceBlendFramesSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomBlendMaxFramesSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceRandomBlendMaxFramesSpinBoxChanged(int)), Qt::QueuedConnection);
}
/// <summary>
/// Get the index of the currently selected ember in the library tree.
/// </summary>
/// <returns>A pair containing the index of the item clicked and a pointer to the item</param>
pair<size_t, QTreeWidgetItem*> Fractorium::GetCurrentEmberIndex()
{
int index = 0;
QTreeWidgetItem* item = nullptr;
auto tree = ui.LibraryTree;
if (auto top = tree->topLevelItem(0))
{
for (int i = 0; i < top->childCount(); i++)//Iterate through all of the children, which will represent the open embers.
{
item = top->child(index);
if (item && !item->isSelected())
index++;
else
break;
}
}
return make_pair(index, item);
}
/// <summary>
/// Slot function to be called via QMetaObject::invokeMethod() to update preview images in the preview thread.
/// </summary>
/// <param name="item">The item double clicked on</param>
/// <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, vector<byte>& v, uint w, uint h)
{
item->SetImage(v, w, h);
}
/// <summary>
/// Set all libary tree entries to the name of the corresponding ember they represent.
/// Set all libary tree entries to point to the underlying ember they represent.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SyncLibrary(eLibraryUpdate update)
{
auto it = m_EmberFile.m_Embers.begin();
auto tree = m_Fractorium->ui.LibraryTree;
tree->blockSignals(true);
if (auto top = tree->topLevelItem(0))
{
for (int i = 0; i < top->childCount() && it != m_EmberFile.m_Embers.end(); ++i, ++it)//Iterate through all of the children, which will represent the open embers.
{
if (auto item = dynamic_cast<EmberTreeWidgetItem<T>*>(top->child(i)))//Cast the child widget to the EmberTreeWidgetItem type.
{
if (update & eLibraryUpdate::INDEX)
it->m_Index = i;
if (update & eLibraryUpdate::NAME)
item->setText(0, QString::fromStdString(it->m_Name));
if (update & eLibraryUpdate::POINTER)
item->SetEmberPointer(&(*it));
}
}
}
tree->blockSignals(false);
}
/// <summary>
/// Fill the library tree with the names of the embers in the
/// currently opened file.
/// Start preview render thread.
/// </summary>
/// <param name="selectIndex">After the tree is filled, select this index. Pass -1 to omit selecting an index.</param>
template <typename T>
void FractoriumEmberController<T>::FillLibraryTree(int selectIndex)
{
uint size = 64;
uint i = 0;
auto tree = m_Fractorium->ui.LibraryTree;
vector<byte> v(size * size * 4);
StopAllPreviewRenderers();
tree->clear();
QCoreApplication::flush();
tree->blockSignals(true);
auto fileItem = new QTreeWidgetItem(tree);
QFileInfo info(m_EmberFile.m_Filename);
fileItem->setText(0, info.fileName());
fileItem->setToolTip(0, m_EmberFile.m_Filename);
fileItem->setFlags(Qt::ItemIsEnabled | Qt::ItemIsEditable | Qt::ItemIsSelectable | Qt::ItemIsDropEnabled);
for (auto& it : m_EmberFile.m_Embers)
{
auto emberItem = new EmberTreeWidgetItem<T>(&it, fileItem);
if (it.m_Name.empty())
emberItem->setText(0, ToString(i++));
else
emberItem->setText(0, it.m_Name.c_str());
emberItem->setToolTip(0, emberItem->text(0));
emberItem->SetImage(v, size, size);
}
tree->blockSignals(false);
if (selectIndex != -1)
if (auto top = tree->topLevelItem(0))
if (auto emberItem = dynamic_cast<EmberTreeWidgetItem<T>*>(top->child(selectIndex)))
emberItem->setSelected(true);
m_Fractorium->SyncFileCountToSequenceCount();
QCoreApplication::flush();
RenderLibraryPreviews(0, uint(m_EmberFile.Size()));
tree->expandAll();
}
/// <summary>
/// Update the library tree with the newly added embers (most likely from pasting) and
/// only render previews for the new ones, without clearing the entire tree.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::UpdateLibraryTree()
{
uint size = 64;
vector<byte> v(size * size * 4);
auto tree = m_Fractorium->ui.LibraryTree;
if (auto top = tree->topLevelItem(0))
{
int origChildCount = top->childCount();
int i = origChildCount;
tree->blockSignals(true);
for (auto it = Advance(m_EmberFile.m_Embers.begin(), i); it != m_EmberFile.m_Embers.end(); ++it)
{
auto emberItem = new EmberTreeWidgetItem<T>(&(*it), top);
if (it->m_Name.empty())
emberItem->setText(0, ToString(i++));
else
emberItem->setText(0, it->m_Name.c_str());
emberItem->setToolTip(0, emberItem->text(0));
emberItem->SetImage(v, size, size);
}
//When adding elements, ensure all indices are sequential.
SyncLibrary(eLibraryUpdate::INDEX);
m_Fractorium->SyncFileCountToSequenceCount();
tree->blockSignals(false);
RenderLibraryPreviews(origChildCount, uint(m_EmberFile.Size()));
}
}
/// <summary>
/// Copy the text of the item which was changed to the name of the current ember.
/// Ensure all names are unique in the opened file.
/// This seems to be called spuriously, so we do a check inside to make sure
/// the text was actually changed.
/// We also have to wrap the dynamic_cast call in a try/catch block because this can
/// be called on a widget that has already been deleted.
/// </summary>
/// <param name="item">The libary tree item changed</param>
/// <param name="col">The column clicked, ignored.</param>
template <typename T>
void FractoriumEmberController<T>::EmberTreeItemChanged(QTreeWidgetItem* item, int col)
{
try
{
auto tree = m_Fractorium->ui.LibraryTree;
if (auto emberItem = dynamic_cast<EmberTreeWidgetItem<T>*>(item))
{
if (emberItem->text(0).isEmpty())//Prevent empty string.
{
emberItem->UpdateEditText();
return;
}
string oldName = emberItem->GetEmber()->m_Name;//First preserve the previous name.
tree->blockSignals(true);
emberItem->UpdateEmberName();//Copy edit text to the ember's name variable.
m_EmberFile.MakeNamesUnique();//Ensure all names remain unique.
SyncLibrary(eLibraryUpdate::NAME);//Copy all ember names to the tree items since some might have changed to be made unique.
string newName = emberItem->GetEmber()->m_Name;//Get the new, final, unique name.
if (m_EmberFilePointer == emberItem->GetEmber() && oldName != newName)//If the ember edited was the current one, and the name was indeed changed, update the name of the current one.
{
m_Ember.m_Name = newName;
m_LastSaveCurrent = "";//Reset will force the dialog to show on the next save current since the user probably wants a different name.
}
tree->blockSignals(false);
}
else if (auto parentItem = dynamic_cast<QTreeWidgetItem*>(item))
{
QString text = parentItem->text(0);
if (text != "")
{
m_EmberFile.m_Filename = text;
m_LastSaveAll = "";//Reset will force the dialog to show on the next save all since the user probably wants a different name.
}
}
}
catch (const std::exception& e)
{
qDebug() << "FractoriumEmberController<T>::EmberTreeItemChanged() : Exception thrown: " << e.what();
}
}
void Fractorium::OnEmberTreeItemChanged(QTreeWidgetItem* item, int col) { m_Controller->EmberTreeItemChanged(item, col); }
/// <summary>
/// Set the current ember to the selected item.
/// Clears the undo state.
/// Resets the rendering process.
/// Called when the user double clicks on a library tree item.
/// This will get called twice for some reason, and there's no way to prevent it.
/// Doesn't seem to cause any problems.
/// </summary>
/// <param name="item">The item double clicked on</param>
/// <param name="col">The column clicked, ignored.</param>
template <typename T>
void FractoriumEmberController<T>::EmberTreeItemDoubleClicked(QTreeWidgetItem* item, int col)
{
if (auto emberItem = dynamic_cast<EmberTreeWidgetItem<T>*>(item))
{
//qDebug() << "Setting current ember to: " << QString::fromStdString(emberItem->GetEmber()->m_Name);
ClearUndo();
SetEmber(*emberItem->GetEmber(), false, true);
}
}
void Fractorium::OnEmberTreeItemDoubleClicked(QTreeWidgetItem* item, int col) { m_Controller->EmberTreeItemDoubleClicked(item, col); }
/// <summary>
/// Move a library item at one index to the next index.
/// </summary>
/// <param name="startRow">The index of the source item to move</param>
/// <param name="destRow">The destination index to move the item to</param>
template <typename T>
void FractoriumEmberController<T>::MoveLibraryItems(int startRow, int destRow)
{
int i = 0;
auto tree = m_Fractorium->ui.LibraryTree;
auto top = tree->topLevelItem(0);
auto b = m_EmberFile.m_Embers.begin();
auto s = Advance(b, startRow);
auto d = Advance(b, destRow);
m_EmberFile.m_Embers.splice(d, m_EmberFile.m_Embers, s);
SyncLibrary(eLibraryUpdate::INDEX);//Only indices need syncing.
}
/// <summary>
/// Delete the currently selected item in the tree.
/// Note this is not necessarilly the current ember, it's just the item
/// in the tree that is selected.
/// </summary>
/// <param name="p">A pair containing the index of the item clicked and a pointer to the item</param>
template <typename T>
void FractoriumEmberController<T>::Delete(const pair<size_t, QTreeWidgetItem*>& p)
{
if (m_EmberFile.Delete(p.first))
{
delete p.second;
SyncLibrary(eLibraryUpdate::INDEX);
m_Fractorium->SyncFileCountToSequenceCount();
}
//If there is now only one item left and it wasn't selected, select it.
if (auto top = m_Fractorium->ui.LibraryTree->topLevelItem(0))
if (top->childCount() == 1)
if (auto item = dynamic_cast<EmberTreeWidgetItem<T>*>(top->child(0)))
if (item->GetEmber()->m_Name != m_Ember.m_Name)
EmberTreeItemDoubleClicked(top->child(0), 0);
}
/// <summary>
/// Called when the user presses and releases the delete key while the library tree has the focus,
/// and an item is selected.
/// </summary>
/// <param name="p">A pair containing the index of the item clicked and a pointer to the item</param>
void Fractorium::OnDelete(const pair<size_t, QTreeWidgetItem*>& p)
{
m_Controller->Delete(p);
}
/// <summary>
/// Stop the preview renderer if it's already running.
/// Clear all of the existing preview images, then start the preview rendering thread.
/// Optionally only render previews for a subset of all open embers.
/// </summary>
/// <param name="start">The 0-based index to start rendering previews for</param>
/// <param name="end">The 0-based index which is one beyond the last ember to render a preview for</param>
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)
{
tree->blockSignals(true);
if (auto top = tree->topLevelItem(0))
{
int childCount = top->childCount();
vector<byte> emptyPreview(PREVIEW_SIZE * PREVIEW_SIZE * 4);
for (int i = 0; i < childCount; i++)
if (auto treeItem = dynamic_cast<EmberTreeWidgetItemBase*>(top->child(i)))
treeItem->SetImage(emptyPreview, PREVIEW_SIZE, PREVIEW_SIZE);
}
tree->blockSignals(false);
renderer->Render(0, uint(file.Size()));
}
else
renderer->Render(start, end);
}
/// <summary>
/// Wrapper around calling RenderPreviews with the appropriate values passed in for the previews in the main library tree.
/// </summary>
/// <param name="start">The 0-based index to start rendering previews for</param>
/// <param name="end">The 0-based index which is one beyond the last ember to render a preview for</param>
template <typename T>
void FractoriumEmberController<T>::RenderLibraryPreviews(uint start, uint end)
{
RenderPreviews(m_Fractorium->ui.LibraryTree, m_LibraryPreviewRenderer.get(), m_EmberFile, start, end);
}
template <typename T>
void FractoriumEmberController<T>::StopLibraryPreviewRender() { m_LibraryPreviewRenderer->Stop(); }
/// <summary>
/// Thing wrapper around StopLibraryPreviewRender() and StopSequencePreviewRender() to stop both preview renderers.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::StopAllPreviewRenderers()
{
StopLibraryPreviewRender();
StopSequencePreviewRender();
}
/// <summary>
/// Fill the sequence tree with the names of the embers in the
/// currently generated sequence.
/// Start the sequence preview render thread.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::FillSequenceTree()
{
uint size = 64;
uint i = 0;
auto tree = m_Fractorium->ui.SequenceTree;
vector<byte> v(size * size * 4);
m_SequencePreviewRenderer->Stop();
tree->clear();
QCoreApplication::flush();
tree->blockSignals(true);
auto fileItem = new QTreeWidgetItem(tree);
QFileInfo info(m_SequenceFile.m_Filename);
fileItem->setText(0, info.fileName());
fileItem->setToolTip(0, m_SequenceFile.m_Filename);
fileItem->setFlags(Qt::ItemIsEnabled | Qt::ItemIsEditable | Qt::ItemIsSelectable);
for (auto& it : m_SequenceFile.m_Embers)
{
auto emberItem = new EmberTreeWidgetItemBase(fileItem);
if (it.m_Name.empty())
emberItem->setText(0, ToString(i++));
else
emberItem->setText(0, it.m_Name.c_str());
emberItem->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
emberItem->setToolTip(0, emberItem->text(0));
emberItem->SetImage(v, size, size);
}
tree->blockSignals(false);
QCoreApplication::flush();
RenderSequencePreviews(0, uint(m_SequenceFile.Size()));
tree->expandAll();
}
/// <summary>
/// Copy the text of the root item to the name of the sequence file.
/// Called whenever the text of the root item is changed.
/// </summary>
/// <param name="item">The root sequence tree item which changed</param>
/// <param name="col">The column clicked, ignored.</param>
template <typename T>
void FractoriumEmberController<T>::SequenceTreeItemChanged(QTreeWidgetItem* item, int col)
{
if (item == m_Fractorium->ui.SequenceTree->topLevelItem(0))
{
QString text = item->text(0);
if (text != "")
m_SequenceFile.m_Filename = text;
}
}
void Fractorium::OnSequenceTreeItemChanged(QTreeWidgetItem* item, int col) { m_Controller->SequenceTreeItemChanged(item, col); }
/// <summary>
/// Wrapper around calling RenderPreviews with the appropriate values passed in for the previews in the sequence tree.
/// Called when Render Previews is clicked.
/// </summary>
/// <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(); }
/// <summary>
/// Stop rendering the sequence previews.
/// Called when Stop Previews is clicked.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::StopSequencePreviewRender() { m_SequencePreviewRenderer->Stop(); }
void Fractorium::OnSequenceStopPreviewsButtonClicked(bool checked) { m_Controller->StopSequencePreviewRender(); }
/// <summary>
/// Set the start and stop spin boxes to 0 and the length of the ember file minus 1, respectively.
/// Called whenever the count of the current file changes or when All is clicked.
/// </summary>
void Fractorium::SyncFileCountToSequenceCount()
{
if (auto top = ui.LibraryTree->topLevelItem(0))
{
int count = top->childCount() - 1;
ui.SequenceStartFlameSpinBox->setMinimum(0);
ui.SequenceStartFlameSpinBox->setMaximum(count);
ui.SequenceStartFlameSpinBox->setValue(0);
ui.SequenceStopFlameSpinBox->setMinimum(0);
ui.SequenceStopFlameSpinBox->setMaximum(count);
ui.SequenceStopFlameSpinBox->setValue(count);
}
}
void Fractorium::OnSequenceAllButtonClicked(bool checked) { SyncFileCountToSequenceCount(); }
/// <summary>
/// Generate an animation sequence and place it in the sequence tree. This code is
/// mostly similar to that of EmberGenome.
/// It differs in a few ways:
/// The number of frames used in a rotation and in blending can differ. In EmberGenome, they are the same.
/// The number of rotations, frames used in rotations and frames used in blending can all be randomized.
/// Called when the Generate button is clicked.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SequenceGenerateButtonClicked()
{
StopAllPreviewRenderers();
SaveCurrentToOpenedFile(false);
Ember<T> result;
auto& ui = m_Fractorium->ui;
auto s = m_Fractorium->m_Settings;
bool randStagger = ui.SequenceRandomizeStaggerCheckBox->isChecked();
bool randFramesRot = ui.SequenceRandomizeFramesPerRotCheckBox->isChecked();
bool randRot = ui.SequenceRandomizeRotationsCheckBox->isChecked();
bool randBlend = ui.SequenceRandomizeBlendFramesCheckBox->isChecked();
double stagger = ui.SequenceStaggerSpinBox->value();
double staggerMax = ui.SequenceRandomStaggerMaxSpinBox->value();
double rots = ui.SequenceRotationsSpinBox->value();
double rotsMax = ui.SequenceRandomRotationsMaxSpinBox->value();
int framesPerRot = ui.SequenceFramesPerRotSpinBox->value();
int framesPerRotMax = ui.SequenceRandomFramesPerRotMaxSpinBox->value();
int framesBlend = ui.SequenceBlendFramesSpinBox->value();
int framesBlendMax = ui.SequenceRandomBlendMaxFramesSpinBox->value();
size_t start = ui.SequenceStartFlameSpinBox->value();
size_t stop = ui.SequenceStopFlameSpinBox->value();
size_t startCount = ui.SequenceStartCountSpinBox->value();
size_t keyFrames = (stop - start) + 1;
size_t frameCount = 0;
double frames = 0;
vector<pair<size_t, size_t>> devices;//Dummy.
EmberReport emberReport;
ostringstream os;
string palettePath =
#ifdef _WIN32
"./flam3-palettes.xml";
#else
"~/.config/fractorium";
#endif
SheepTools<T, float> tools(palettePath, EmberCommon::CreateRenderer<T>(eRendererType::CPU_RENDERER, devices, false, 0, emberReport));
tools.SetSpinParams(true,
stagger,//Will be set again below if random is used.
0,
0,
s->Nick().toStdString(),
s->Url().toStdString(),
s->Id().toStdString(),
"",
0,
0);
if (randFramesRot)
frames = ui.SequenceRandomFramesPerRotMaxSpinBox->value();
else
frames = ui.SequenceFramesPerRotSpinBox->value();
if (randRot)
frames *= ui.SequenceRandomRotationsMaxSpinBox->value();
else
frames *= ui.SequenceRotationsSpinBox->value();
if (randBlend)
frames += ui.SequenceRandomBlendMaxFramesSpinBox->value();
else
frames += ui.SequenceBlendFramesSpinBox->value();
frames *= keyFrames;
frames += startCount;
os << setfill('0') << setprecision(0) << fixed;
m_SequenceFile.Clear();
m_SequenceFile.m_Filename = EmberFile<T>::DefaultFilename("Sequence_");
double blend;
size_t frame;
Ember<T> embers[2];//Spin needs contiguous array below, and this will also get modified, so a copy is needed to avoid modifying the embers in the original file.
auto padding = streamsize(std::log10(frames)) + 1;
auto it = Advance(m_EmberFile.m_Embers.begin(), start);
for (size_t i = start; i <= stop && it != m_EmberFile.m_Embers.end(); i++, ++it)
{
double rotations = randRot ? m_Rand.Frand<double>(rots, rotsMax) : rots;
embers[0] = *it;
if (rotations > 0)
{
double rotFrames = randFramesRot ? m_Rand.Frand<double>(framesPerRot, framesPerRotMax) : framesPerRot;
size_t roundFrames = size_t(std::round(rotFrames * rotations));
for (frame = 0; frame < roundFrames; frame++)
{
blend = frame / rotFrames;
tools.Spin(embers[0], nullptr, result, startCount + frameCount++, blend);//Result is cleared and reassigned each time inside of Spin().
FormatName(result, os, padding);
m_SequenceFile.m_Embers.push_back(result);
}
//The loop above will have rotated just shy of a complete rotation.
//Rotate the next step and save in result, but do not print.
//result will be the starting point for the interp phase below.
frame = roundFrames;
blend = frame / rotFrames;
tools.Spin(embers[0], nullptr, result, startCount + frameCount, blend);//Do not increment frameCount here.
FormatName(result, os, padding);
}
if (i < stop)
{
if (rotations > 0)//Store the last result as the flame to interpolate from. This applies for whole or fractional values of opt.Loops().
embers[0] = result;
auto it2 = it;//Need a quick temporary to avoid modifying it which is used in the loop.
embers[1] = *(++it2);//Get the next ember to be used with blending below.
size_t blendFrames = randBlend ? m_Rand.Frand<double>(framesBlend, framesBlendMax) : framesBlend;
if (randStagger)
tools.Stagger(m_Rand.Frand<double>(stagger, staggerMax));
for (frame = 0; frame < blendFrames; frame++)
{
bool seqFlag = frame == 0 || (frame == blendFrames - 1);
blend = frame / double(blendFrames);
result.Clear();
tools.SpinInter(&embers[0], nullptr, result, startCount + frameCount++, seqFlag, blend);
FormatName(result, os, padding);
m_SequenceFile.m_Embers.push_back(result);
}
}
}
it = Advance(m_EmberFile.m_Embers.begin(), stop);
tools.Spin(*it, nullptr, result, startCount + frameCount, 0);
FormatName(result, os, padding);
m_SequenceFile.m_Embers.push_back(result);
FillSequenceTree();//The sequence has been generated, now create preview thumbnails.
}
void Fractorium::OnSequenceGenerateButtonClicked(bool checked) { m_Controller->SequenceGenerateButtonClicked(); }
/// <summary>
/// Show the final render dialog and load the sequence into it.
/// This will automatically check the Render All and Render as Animation sequence checkboxes.
/// Called when the Render Sequence button is clicked.
/// </summary>
/// <param name="checked">Ignored.</param>
void Fractorium::OnSequenceRenderButtonClicked(bool checked)
{
//First completely stop what the current rendering process is doing.
m_Controller->DeleteRenderer();//Delete the renderer, but not the controller.
m_Controller->StopAllPreviewRenderers();
m_Controller->SaveCurrentToOpenedFile(false);//Save whatever was edited back to the current open file.
m_RenderStatusLabel->setText("Renderer stopped.");
m_FinalRenderDialog->Show(true);//Show with a bool specifying that it came from the sequence generator.
}
/// <summary>
/// Save the sequence to a file.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SequenceSaveButtonClicked()
{
auto s = m_Fractorium->m_Settings;
QString filename = m_Fractorium->SetupSaveXmlDialog(m_SequenceFile.m_Filename);
if (filename != "")
{
EmberToXml<T> writer;
QFileInfo fileInfo(filename);
for (auto& ember : m_SequenceFile.m_Embers)
ApplyXmlSavingTemplate(ember);
if (writer.Save(filename.toStdString().c_str(), m_SequenceFile.m_Embers, 0, true, true))
s->SaveFolder(fileInfo.canonicalPath());
else
m_Fractorium->ShowCritical("Save Failed", "Could not save sequence file, try saving to a different folder.");
}
}
void Fractorium::OnSequenceSaveButtonClicked(bool checked) { m_Controller->SequenceSaveButtonClicked(); }
/// <summary>
/// Open one or more sequence file, concatenate them all, place them in the sequence
/// tree and begin rendering the sequence previews.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SequenceOpenButtonClicked()
{
m_SequencePreviewRenderer->Stop();
auto filenames = m_Fractorium->SetupOpenXmlDialog();
if (!filenames.empty())
{
size_t i;
EmberFile<T> emberFile;
XmlToEmber<T> parser;
vector<Ember<T>> embers;
vector<string> errors;
emberFile.m_Filename = filenames[0];
for (auto& filename : filenames)
{
embers.clear();
if (parser.Parse(filename.toStdString().c_str(), embers) && !embers.empty())
{
for (i = 0; i < embers.size(); i++)
if (embers[i].m_Name == "" || embers[i].m_Name == "No name")//Ensure it has a name.
embers[i].m_Name = ToString<qulonglong>(i).toStdString();
emberFile.m_Embers.insert(emberFile.m_Embers.end(), embers.begin(), embers.end());
errors = parser.ErrorReport();
}
else
{
errors = parser.ErrorReport();
m_Fractorium->ShowCritical("Open Failed", "Could not open sequence file, see info tab for details.");
}
if (!errors.empty())
m_Fractorium->ErrorReportToQTextEdit(errors, m_Fractorium->ui.InfoFileOpeningTextEdit, false);//Concat errors from all files.
}
if (emberFile.Size() > 0)//Ensure at least something was read.
{
emberFile.MakeNamesUnique();
m_SequenceFile = std::move(emberFile);//Move the temp to avoid creating dupes because we no longer need it.
FillSequenceTree();
}
}
}
void Fractorium::OnSequenceOpenButtonClicked(bool checked) { m_Controller->SequenceOpenButtonClicked(); }
void Fractorium::OnSequenceRandomizeStaggerCheckBoxStateChanged(int state) { ui.SequenceRandomStaggerMaxSpinBox->setEnabled(state); }
void Fractorium::OnSequenceRandomizeFramesPerRotCheckBoxStateChanged(int state) { ui.SequenceRandomFramesPerRotMaxSpinBox->setEnabled(state); }
void Fractorium::OnSequenceRandomizeRotationsCheckBoxStateChanged(int state) { ui.SequenceRandomRotationsMaxSpinBox->setEnabled(state); }
void Fractorium::OnSequenceRandomizeBlendFramesCheckBoxStateChanged(int state) { ui.SequenceRandomBlendMaxFramesSpinBox->setEnabled(state); }
/// <summary>
/// Constrain all min/max spinboxes.
/// </summary>
void Fractorium::OnSequenceStaggerSpinBoxChanged(double d) { if (ui.SequenceRandomizeStaggerCheckBox->isChecked()) ConstrainLow(ui.SequenceStaggerSpinBox, ui.SequenceRandomStaggerMaxSpinBox); }
void Fractorium::OnSequenceRandomStaggerMaxSpinBoxChanged(double d) { ConstrainHigh(ui.SequenceStaggerSpinBox, ui.SequenceRandomStaggerMaxSpinBox); }
void Fractorium::OnSequenceStartFlameSpinBoxChanged(int d) { ConstrainLow(ui.SequenceStartFlameSpinBox, ui.SequenceStopFlameSpinBox); }
void Fractorium::OnSequenceStopFlameSpinBoxChanged(int d) { ConstrainHigh(ui.SequenceStartFlameSpinBox, ui.SequenceStopFlameSpinBox); }
void Fractorium::OnSequenceFramesPerRotSpinBoxChanged(int d) { if (ui.SequenceRandomizeFramesPerRotCheckBox->isChecked()) ConstrainLow(ui.SequenceFramesPerRotSpinBox, ui.SequenceRandomFramesPerRotMaxSpinBox); }
void Fractorium::OnSequenceRandomFramesPerRotMaxSpinBoxChanged(int d) { ConstrainHigh(ui.SequenceFramesPerRotSpinBox, ui.SequenceRandomFramesPerRotMaxSpinBox); }
void Fractorium::OnSequenceRotationsSpinBoxChanged(double d) { if (ui.SequenceRandomizeRotationsCheckBox->isChecked()) ConstrainLow(ui.SequenceRotationsSpinBox, ui.SequenceRandomRotationsMaxSpinBox); }
void Fractorium::OnSequenceRandomRotationsMaxSpinBoxChanged(double d) { ConstrainHigh(ui.SequenceRotationsSpinBox, ui.SequenceRandomRotationsMaxSpinBox); }
void Fractorium::OnSequenceBlendFramesSpinBoxChanged(int d) { if (ui.SequenceRandomizeBlendFramesCheckBox->isChecked()) ConstrainLow(ui.SequenceBlendFramesSpinBox, ui.SequenceRandomBlendMaxFramesSpinBox); }
void Fractorium::OnSequenceRandomBlendMaxFramesSpinBoxChanged(int d) { ConstrainHigh(ui.SequenceBlendFramesSpinBox, ui.SequenceRandomBlendMaxFramesSpinBox); }
/// <summary>
/// Save all sequence settings to match the values in the controls.
/// </summary>
void Fractorium::SyncSequenceSettings()
{
m_Settings->Stagger(ui.SequenceStaggerSpinBox->value());
m_Settings->StaggerMax(ui.SequenceRandomStaggerMaxSpinBox->value());
m_Settings->FramesPerRot(ui.SequenceFramesPerRotSpinBox->value());
m_Settings->FramesPerRotMax(ui.SequenceRandomFramesPerRotMaxSpinBox->value());
m_Settings->Rotations(ui.SequenceRotationsSpinBox->value());
m_Settings->RotationsMax(ui.SequenceRandomRotationsMaxSpinBox->value());
m_Settings->BlendFrames(ui.SequenceBlendFramesSpinBox->value());
m_Settings->BlendFramesMax(ui.SequenceRandomBlendMaxFramesSpinBox->value());
}
template class FractoriumEmberController<float>;
#ifdef DO_DOUBLE
template class FractoriumEmberController<double>;
#endif