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package funkin . ui . haxeui . components ;
import flixel . FlxSprite ;
import flixel . graphics . frames . FlxAtlasFrames ;
import flixel . graphics . frames . FlxFramesCollection ;
import flixel . math . FlxRect ;
import funkin . modding . events . ScriptEvent ;
import funkin . modding . IScriptedClass . IPlayStateScriptedClass ;
import funkin . play . character . BaseCharacter ;
import funkin . play . character . CharacterData . CharacterDataParser ;
import haxe . ui . containers . Box ;
import haxe . ui . core . Component ;
import haxe . ui . core . IDataComponent ;
import haxe . ui . data . DataSource ;
import haxe . ui . events . AnimationEvent ;
import haxe . ui . events . UIEvent ;
import haxe . ui . geom . Size ;
import haxe . ui . layouts . DefaultLayout ;
import haxe . ui . styles . Style ;
import openfl . Assets ;
private typedef AnimationInfo =
{
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var name: String ;
var prefix: String ;
var frameRate: Null < Int > ; // default 30
var looped: Null < Bool > ; // default true
var flipX: Null < Bool > ; // default false
var flipY: Null < Bool > ; // default false
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}
@ : composite ( Layout )
class CharacterPlayer extends Box
{
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var character: BaseCharacter ;
public function n e w ( ? defaultToBf : Bool = true )
{
super ( ) ;
this . _overrideSkipTransformChildren = false ;
if ( defaultToBf )
{
loadCharacter ( ' b f ' ) ;
}
}
var _charId: String ;
public var charId( get , set ) : String ;
function get_charId ( ) : String
{
return _charId ;
}
function set_charId ( value : String ) : String
{
_charId = value ;
loadCharacter ( _charId ) ;
return value ;
}
var _redispatchLoaded: Bool = false ; // possible haxeui bug: if listener is added after event is dispatched, event is "lost"... needs thinking about, is it smart to "collect and redispatch"? Not sure
var _redispatchStart: Bool = false ; // possible haxeui bug: if listener is added after event is dispatched, event is "lost"... needs thinking about, is it smart to "collect and redispatch"? Not sure
public override function onReady ( )
{
super . onReady ( ) ;
invalidateComponentLayout ( ) ;
if ( _redispatchLoaded )
{
_redispatchLoaded = false ;
dispatch ( new AnimationEvent ( AnimationEvent . LOADED ) ) ;
}
if ( _redispatchStart )
{
_redispatchStart = false ;
dispatch ( new AnimationEvent ( AnimationEvent . START ) ) ;
}
parentComponent . _overrideSkipTransformChildren = false ;
}
public function loadCharacter ( id : String )
{
if ( id == null )
{
return ;
}
if ( character != null )
{
remove ( character ) ;
character . destroy ( ) ;
character = null ;
}
var newCharacter: BaseCharacter = CharacterDataParser . fetchCharacter ( id ) ;
if ( newCharacter == null )
{
return ;
}
character = newCharacter ;
if ( _characterType != null )
{
character . characterType = _characterType ;
}
if ( flip )
{
character . flipX = ! character . flipX ;
}
character . scale . x *= _scale ;
character . scale . y *= _scale ;
character . animation . callback = function ( name : String = " " , frameNumber : Int = - 1 , frameIndex : Int = - 1 )
{
@ : privateAccess
character . onAnimationFrame ( name , frameNumber , frameIndex ) ;
dispatch ( new AnimationEvent ( AnimationEvent . FRAME ) ) ;
} ;
character . animation . finishCallback = function ( name : String = " " )
{
@ : privateAccess
character . onAnimationFinished ( name ) ;
dispatch ( new AnimationEvent ( AnimationEvent . END ) ) ;
} ;
add ( character ) ;
invalidateComponentLayout ( ) ;
if ( hasEvent ( AnimationEvent . LOADED ) )
{
dispatch ( new AnimationEvent ( AnimationEvent . LOADED ) ) ;
}
e lse
{
_redispatchLoaded = true ;
}
}
override function repositionChildren ( )
{
super . repositionChildren ( ) ;
@ : privateAccess
var animOffsets = character . animOffsets ;
character . x = this . screenX + ( ( this . width / 2 ) - ( character . frameWidth / 2 ) ) ;
character . x -= animOffsets [ 0 ] ;
character . y = this . screenY + ( ( this . height / 2 ) - ( character . frameHeight / 2 ) ) ;
character . y -= animOffsets [ 1 ] ;
}
var _characterType: CharacterType ;
public function setCharacterType ( value : CharacterType )
{
_characterType = value ;
if ( character != null )
{
character . characterType = value ;
}
}
public var flip( default , set ) : Bool ;
function set_flip ( value : Bool ) : Bool
{
if ( value == flip ) return value ;
if ( character != null )
{
character . flipX = ! character . flipX ;
}
return flip = value ;
}
var _scale: Float = 1.0 ;
public function setScale ( value )
{
_scale = value ;
if ( character != null )
{
character . scale . x *= _scale ;
character . scale . y *= _scale ;
}
}
public function onUpdate ( event : UpdateScriptEvent )
{
if ( character != null ) character . onUpdate ( event ) ;
}
public function onBeatHit ( event : SongTimeScriptEvent ) : Void
{
if ( character != null ) character . onBeatHit ( event ) ;
this . repositionChildren ( ) ;
}
public function onStepHit ( event : SongTimeScriptEvent ) : Void
{
if ( character != null ) character . onStepHit ( event ) ;
}
public function onNoteHit ( event : NoteScriptEvent ) : Void
{
if ( character != null ) character . onNoteHit ( event ) ;
this . repositionChildren ( ) ;
}
public function onNoteMiss ( event : NoteScriptEvent ) : Void
{
if ( character != null ) character . onNoteMiss ( event ) ;
this . repositionChildren ( ) ;
}
public function onNoteGhostMiss ( event : GhostMissNoteScriptEvent ) : Void
{
if ( character != null ) character . onNoteGhostMiss ( event ) ;
this . repositionChildren ( ) ;
}
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}
@ : access ( funkin . ui . haxeui . components . CharacterPlayer )
private class Layout extends DefaultLayout
{
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public override function repositionChildren ( )
{
var player = cast ( _component , CharacterPlayer ) ;
var sprite: BaseCharacter = player . character ;
if ( sprite == null )
{
return super . repositionChildren ( ) ;
}
@ : privateAccess
var animOffsets = sprite . animOffsets ;
sprite . x = _component . screenLeft + ( ( _component . width / 2 ) - ( sprite . frameWidth / 2 ) ) ;
sprite . x += animOffsets [ 0 ] ;
sprite . y = _component . screenTop + ( ( _component . height / 2 ) - ( sprite . frameHeight / 2 ) ) ;
sprite . y += animOffsets [ 1 ] ;
}
public override function calcAutoSize ( exclusions : Array < Component > = null ) : Size
{
var player = cast ( _component , CharacterPlayer ) ;
var sprite = player . character ;
if ( sprite == null )
{
return super . calcAutoSize ( exclusions ) ;
}
var size = new Size ( ) ;
size . width = sprite . frameWidth + paddingLeft + paddingRight ;
size . height = sprite . frameHeight + paddingTop + paddingBottom ;
return size ;
}
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}