Created a Storyboard frame that can fade and pan between images
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#ifndef GAME_GUI_STORYBOARDFRAME_H__
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#define GAME_GUI_STORYBOARDFRAME_H__
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#include "GUI/TextureFrame.h"
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namespace dd
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{
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namespace GUI
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{
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class StoryboardFrame : public TextureFrame
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{
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public:
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struct Transition
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{
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double Time = 0.0;
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double Duration = 0.0;
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Rectangle Viewport;
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std::string Texture;
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};
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StoryboardFrame(Frame* parent, std::string name)
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: TextureFrame(parent, name)
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{
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m_TextureFrame = new TextureFrame(this, "StoryboardFrameHelper");
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//m_TextureFrame->DisableScissor();
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}
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void AddTransition(Transition& transition)
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{
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m_Timeline.push_back(transition);
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}
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void Play()
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{
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m_Playing = 1;
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}
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void Update(double dt)
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{
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if (!m_Playing) {
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return;
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}
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m_Time += (double)m_Playing * dt;
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if (m_NextIndex < m_Timeline.size()) {
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if (m_Time >= m_Timeline.at(m_NextIndex).Time) {
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m_CurrentIndex = m_NextIndex;
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Transition& t = m_Timeline.at(m_CurrentIndex);
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m_TextureFrame->FadeToTexture(t.Texture, t.Duration);
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//m_TextureFrame->SetTexture(t.Texture);
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m_TextureFrame->SizeToTexture();
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if (m_StartRect == Rectangle()) {
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m_StartRect = Rectangle(0, 0, m_TextureFrame->Width, m_TextureFrame->Height);
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} else {
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m_StartRect = m_TargetRect;
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}
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double wScaleParent = Width / (double)m_TextureFrame->Width;
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double wScale = m_TextureFrame->Width / (double)t.Viewport.Width;
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LOG_DEBUG("wScale: %f", wScale);
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double hScaleParent = Height / (double)m_TextureFrame->Height;
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double hScale = m_TextureFrame->Height / (double)t.Viewport.Height;
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LOG_DEBUG("hScale: %f", hScale);
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m_TargetRect.X = -t.Viewport.X * wScale * wScaleParent;
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m_TargetRect.Y = -t.Viewport.Y * hScale * hScaleParent;
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m_TargetRect.Width = m_TextureFrame->Width * wScale * wScaleParent;
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m_TargetRect.Height = m_TextureFrame->Height * hScale * hScaleParent;
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m_NextIndex++;
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}
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}
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Transition& t = m_Timeline.at(m_CurrentIndex);
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double progress = glm::min((m_Time - t.Time)/t.Duration, 1.0);
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m_TextureFrame->X = (int)easeSine(progress, m_StartRect.X, (m_TargetRect.X - m_StartRect.X), 1.0);
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m_TextureFrame->Y = (int)easeSine(progress, m_StartRect.Y, (m_TargetRect.Y - m_StartRect.Y), 1.0);
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m_TextureFrame->Width = (int)easeSine(progress, m_StartRect.Width, (m_TargetRect.Width - m_StartRect.Width), 1.0);
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m_TextureFrame->Height = (int)easeSine(progress, m_StartRect.Height, (m_TargetRect.Height - m_StartRect.Height), 1.0);
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}
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public:
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int m_Playing = 0;
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double m_Time = 0;
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int m_CurrentIndex = 0;
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int m_NextIndex = 0;
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std::vector<Transition> m_Timeline;
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Rectangle m_StartRect;
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Rectangle m_TargetRect;
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TextureFrame* m_TextureFrame = nullptr;
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double easeSine(double t, double b, double c, double d)
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{
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return -c / 2 * (glm::cos(glm::pi<double>()*t / d) - 1) + b;
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}
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float easeExpo(float t,float b , float c, float d) {
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if (t == 0) return b;
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if (t == d) return b + c;
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if ((t /= d / 2) < 1) return c / 2 * pow(2, 10 * (t - 1)) + b;
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return c / 2 * (-pow(2, -10 * --t) + 2) + b;
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}
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};
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}
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}
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#endif
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