package funkin.ui.haxeui.components; import funkin.modding.events.ScriptEvent.GhostMissNoteScriptEvent; import funkin.modding.events.ScriptEvent.NoteScriptEvent; import funkin.modding.events.ScriptEvent.SongTimeScriptEvent; import funkin.modding.events.ScriptEvent.UpdateScriptEvent; import haxe.ui.core.IDataComponent; import funkin.play.character.BaseCharacter; import funkin.play.character.CharacterData.CharacterDataParser; import haxe.ui.containers.Box; import haxe.ui.core.Component; import haxe.ui.events.AnimationEvent; import haxe.ui.geom.Size; import haxe.ui.layouts.DefaultLayout; typedef AnimationInfo = { var name:String; var prefix:String; var frameRate:Null; // default 30 var looped:Null; // default true var flipX:Null; // default false var flipY:Null; // default false } /** * A variant of SparrowPlayer which loads a BaseCharacter instead. * This allows it to play appropriate animations based on song events. */ @:composite(Layout) class CharacterPlayer extends Box { var character:BaseCharacter; public function new(?defaultToBf:Bool = true) { super(); _overrideSkipTransformChildren = false; if (defaultToBf) { loadCharacter('bf'); } } public var charId(get, set):String; function get_charId():String { return character.characterId; } function set_charId(value:String):String { loadCharacter(value); return value; } public var charName(get, null):String; function get_charName():String { return character.characterName; } // possible haxeui bug: if listener is added after event is dispatched, event is "lost"... is it smart to "collect and redispatch"? Not sure var _redispatchLoaded:Bool = false; // possible haxeui bug: if listener is added after event is dispatched, event is "lost"... is it smart to "collect and redispatch"? Not sure var _redispatchStart:Bool = false; var _characterLoaded:Bool = false; /** * Loads a character by ID. * @param id The ID of the character to load. */ public function loadCharacter(id:String):Void { if (id == null) return; if (character != null) { remove(character); character.destroy(); character = null; } // Prevent script issues by fetching with debug=true. var newCharacter:BaseCharacter = CharacterDataParser.fetchCharacter(id, true); if (newCharacter == null) return; // Fail if character doesn't exist. // Assign character. character = newCharacter; // Set character properties. if (characterType != null) character.characterType = characterType; if (flip) character.flipX = !character.flipX; if (targetScale != 1.0) character.setScale(targetScale); 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)); } else { _redispatchLoaded = true; } } /** * The character type (such as BF, Dad, GF, etc). */ public var characterType(default, set):CharacterType; function set_characterType(value:CharacterType):CharacterType { if (character != null) character.characterType = value; return 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; } public var targetScale(default, set):Float = 1.0; function set_targetScale(value:Float):Float { if (value == targetScale) return value; if (character != null) { character.setScale(value); } return targetScale = value; } function onFrame(name:String, frameNumber:Int, frameIndex:Int):Void { dispatch(new AnimationEvent(AnimationEvent.FRAME)); } function onFinish(name:String):Void { dispatch(new AnimationEvent(AnimationEvent.END)); } override function repositionChildren():Void { super.repositionChildren(); character.x = this.screenX; character.y = this.screenY; // Apply animation offsets, so the character is positioned correctly based on the animation. @:privateAccess var animOffsets:Array = character.animOffsets; character.x -= animOffsets[0] * targetScale * (flip ? -1 : 1); character.y -= animOffsets[1] * targetScale; } /** * Called when an update event is hit in the song. * Used to play character animations. * @param event The event. */ public function onUpdate(event:UpdateScriptEvent):Void { if (character != null) character.onUpdate(event); } /** * Called when an beat is hit in the song * Used to play character animations. * @param event The event. */ public function onBeatHit(event:SongTimeScriptEvent):Void { if (character != null) character.onBeatHit(event); } /** * Called when a step is hit in the song * Used to play character animations. * @param event The event. */ public function onStepHit(event:SongTimeScriptEvent):Void { if (character != null) character.onStepHit(event); } /** * Called when a note is hit in the song * Used to play character animations. * @param event The event. */ public function onNoteHit(event:NoteScriptEvent):Void { if (character != null) character.onNoteHit(event); } /** * Called when a note is missed in the song * Used to play character animations. * @param event The event. */ public function onNoteMiss(event:NoteScriptEvent):Void { if (character != null) character.onNoteMiss(event); } /** * Called when a key is pressed but no note is hit in the song * Used to play character animations. * @param event The event. */ public function onNoteGhostMiss(event:GhostMissNoteScriptEvent):Void { if (character != null) character.onNoteGhostMiss(event); } } @:access(funkin.ui.haxeui.components.CharacterPlayer) private class Layout extends DefaultLayout { public override function resizeChildren():Void { super.resizeChildren(); var player:CharacterPlayer = cast(_component, CharacterPlayer); var character:BaseCharacter = player.character; if (character == null) { return super.resizeChildren(); } character.cornerPosition.set(0, 0); // character.setGraphicSize(Std.int(innerWidth), Std.int(innerHeight)); } public override function calcAutoSize(exclusions:Array = null):Size { var player:CharacterPlayer = cast(_component, CharacterPlayer); var character:BaseCharacter = player.character; if (character == null) { return super.calcAutoSize(exclusions); } var size:Size = new Size(); size.width = character.width + paddingLeft + paddingRight; size.height = character.height + paddingTop + paddingBottom; return size; } }