Files
CodenameEngine/source/funkin/editors/character/CharacterAnimsWindow.hx
4d84e65cb5 flixel-animate implementation (#893)
* added flixel-animate to libs

* I BROKE THE OFFSETS FUCK

.

* yes it does blehtty wdym??

* Removed flxanimate entirely + Fixed transition + Fixed offsets

* Deleted caches (relaunching actions)

* frameOffset for atlases (need testing)

* useRenderTexture added to xml

* Fixed atlases for mods

* a simple redirect so old mods wont break that badly (#879)

* Update FunkinSprite.hx

* remove trace

* Fixed ghosts for atlases

* usable character editor (not entirely fixed)

* fixed zoomFactor + temp fix for atlas popping

* early structure for character editor atlas anim display

* zoomFactor for atlases

* Animate Atlas character editor previews

* FlxAnimateSettings specification

* fixed animation swapping on atlas characters

* OH YEA BABY NEW FLXANIMATE UPDATE THAT MADE CODE 50X SIMPLER **AGAIN** 💖 /pos

* Added label checkbox in Character Editor

* Fixed culling issues with FlxAnimate (fr this time)

* fixed some atlases

* HOW THE FUCK

* gf sad fix + AliasMacro (for backwards comp, manual impl for now)

* Fixed pop-ins

* Update Character.hx

* applyStageMatrix

* FlxAnimate pull request merge (empty commit)

* flixel-animate** i'm clumsy asf i meant the lib not the class name fuck

* Update libs.xml

* Merge changes from main (#892)

* repair ScriptableShader.shader = null (#877)

* optimize updateInput (#878)

* optimize updateInput

* resize optimize

* __notePerStrum optimize

* Update StrumLine.hx

* NoteGroup optimize (#881)

* NoteGroup optimize

* CoolUtil.bound faster

* makes commit with github desktop W FRAKITS

* Use fastSinCos for notes (#889)

* Update Strum.hx

* Update Strum.hx

---------

Co-authored-by: HEIHUAa <112499486+HEIHUAa@users.noreply.github.com>
Co-authored-by: Frakits <90983918+Frakits@users.noreply.github.com>

---------

Co-authored-by: Kolze <53307233+KolzeYT@users.noreply.github.com>
Co-authored-by: HEIHUAa <112499486+HEIHUAa@users.noreply.github.com>
Co-authored-by: Frakits <90983918+Frakits@users.noreply.github.com>
2026-01-28 20:29:32 +01:00

195 lines
6.4 KiB
Haxe

package funkin.editors.character;
import flixel.util.typeLimit.OneOfTwo;
import funkin.backend.utils.XMLUtil.AnimData;
import flixel.animation.FlxAnimation;
import flixel.graphics.FlxGraphic;
import openfl.geom.Rectangle;
import flixel.graphics.frames.FlxFrame;
import funkin.game.Character;
import flixel.animation.FlxPrerotatedAnimation;
import animate.internal.RenderTexture;
import flixel.graphics.frames.FlxFrame;
import funkin.backend.system.Logs;
using funkin.backend.utils.BitmapUtil;
typedef DisplayAnimFrameEntry = {
scale:Float,
frame:FlxFrame,
renderTexture:RenderTexture
}
class CharacterAnimsWindow extends UIButtonList<CharacterAnimButton> {
public var character:CharacterGhost;
public var displayWindowSprite:FlxSprite;
public var displayWindowGraphic:FlxGraphic;
public var displayAnimsFramesList:Map<String, DisplayAnimFrameEntry> = [];
public var animButtons:Map<String, CharacterAnimButton> = [];
public var animsList:Array<String> = [];
public function new(x:Float, y:Float, character:CharacterGhost) {
super(x, y, Std.int(500-16), 419, null, FlxPoint.get(Std.int(500-16-32), 208));
this.character = character;
cameraSpacing = 0;
frames = Paths.getFrames('editors/ui/inputbox');
buttonCameras.pixelPerfectRender = true;
if (Assets.exists(Paths.image('characters/${character.sprite}')))
displayWindowGraphic = FlxG.bitmap.add(Assets.getBitmapData(Paths.image('characters/${character.sprite}'), true, false));
displayWindowSprite = new FlxSprite();
displayWindowSprite.loadGraphicFromSprite(character);
displayWindowSprite.antialiasing = character.antialiasing;
displayWindowSprite.flipX = character.flipX;
alpha = 0.7;
for (anim in character.getAnimOrder())
addAnimation(character.animDatas.get(anim), -1, false);
addButton.callback = generateAnimation;
setAnimAutoComplete(CoolUtil.getAnimsListFromSprite(character));
nextscrollY = 0;
// dragCallback = (button:CharacterAnimButton, oldID:Int, newID:Int) -> {}
}
public var ghosts:Array<String> = [];
var __movingAnimOldOrder:Int = -1;
public override function update(elapsed:Float) {
var __oldMoving:CharacterAnimButton = curMoving;
super.update(elapsed);
if (curMoving != null && __oldMoving == null)
__movingAnimOldOrder = curMoving.ID;
if (curMoving == null && __oldMoving != null)
if (__movingAnimOldOrder != __oldMoving.ID)
CharacterEditor.undos.addToUndo(CAnimEditOrder(__movingAnimOldOrder, __oldMoving.ID));
animsList = [for (button in buttons) button.anim];
character.ghosts = ghosts;
}
public function buildAnimDisplay(name:String, anim:AnimData) @:privateAccess {
var anim:FlxAnimation = character.animation._animations[anim.name];
if (anim == null) return;
if (character.isAnimate) {
var renderTex = character.generateRenderTextureForAnim(name);
var frame = renderTex.graphic.imageFrame.frame;
displayAnimsFramesList.set(name, {
frame: frame,
scale: 104/Math.max(frame.frame.width, frame.frame.height),
renderTexture: renderTex
});
} else {
var frameIndex:Int = anim.frames.getDefault([0])[0];
var frame:FlxFrame = displayWindowSprite.frames.frames[frameIndex];
var frameRect:Rectangle = new Rectangle(frame.offset.x, frame.offset.y, frame.sourceSize.x, frame.sourceSize.y);
var animBounds:Rectangle = displayWindowGraphic != null ? displayWindowGraphic.bitmap.bounds(frameRect) : frameRect;
displayAnimsFramesList.set(name, {
frame: character.frames.frames[anim.frames.getDefault([0])[0]],
scale: 104/Math.max(animBounds.width, animBounds.height),
renderTexture: null
});
}
}
public function removeAnimDisplay(name:String) {
if (displayAnimsFramesList.exists(name))
displayAnimsFramesList[name].renderTexture?.destroy();
displayAnimsFramesList.remove(name);
}
public function clearDisplayAnims() {
for(k=>e in displayAnimsFramesList)
e.renderTexture?.destroy();
displayAnimsFramesList.clear();
}
public function deleteAnimation(button:CharacterAnimButton, addToUndo:Bool = true) {
FlxG.sound.play(Paths.sound(Flags.DEFAULT_EDITOR_DELETE_SOUND));
if (buttons.members.length <= 1) return;
if (character.getAnimName() == button.anim)
@:privateAccess CharacterEditor.instance._animation_down(null);
character.ghosts.remove(button.anim);
character.removeAnimation(button.anim);
if (character.animOffsets.exists(button.anim)) character.animOffsets.remove(button.anim);
if (character.animDatas.exists(button.anim)) character.animDatas.remove(button.anim);
if (addToUndo) CharacterEditor.undos.addToUndo(CAnimDelete(button.ID, button.data));
remove(button); button.destroy();
}
public function generateAnimation() {
var newAnim = TU.translate("characterEditor.characterAnim.defaultAnimName");
var animName:String = newAnim;
var animNames:Array<String> = character.getNameList();
var newAnimCount:Int = 0;
while (animNames.indexOf(animName) != -1) {
newAnimCount++;
animName = '$newAnim - $newAnimCount';
}
if (__autoCompleteAnims.length <= 0)
setAnimAutoComplete(CoolUtil.getAnimsListFromSprite(character));
var animData:AnimData = {
name: animName,
anim: __autoCompleteAnims[0],
fps: 24, loop: false,
x: 0, y: 0,
indices: [],
animType: NONE,
label: false
};
addAnimation(animData);
}
public function addAnimation(animData:AnimData, animID:Int = -1, addToUndo:Bool = true) @:privateAccess {
XMLUtil.addAnimToSprite(character, animData);
var newButton:CharacterAnimButton = new CharacterAnimButton(0, 0, animData, this);
newButton.alpha = 0.25; animButtons.set(animData.name, newButton);
newButton.animTextBox.suggestItems = __autoCompleteAnims;
if (animID == -1) add(newButton);
else insert(newButton, animID);
if (newButton.valid)
buildAnimDisplay(animData.name, animData);
if (addToUndo)
CharacterEditor.undos.addToUndo(CAnimCreate(newButton.ID, newButton.data));
var nextButtonY:Float = 0;
for (buttonID in 0...newButton.ID)
nextButtonY += buttons.members[buttonID].bHeight + buttonOffset.y;
nextscrollY = nextButtonY;
}
@:noCompletion var __autoCompleteAnims:Array<String> = [];
public inline function setAnimAutoComplete(anims:Array<String>) {
__autoCompleteAnims = anims.copy();
for (button in buttons)
button.animTextBox.suggestItems = __autoCompleteAnims;
}
public function findValid():Null<String> {
for (button in buttons) if (button.valid) return button.anim;
return null;
}
}