//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
using bs;
namespace bs.Editor
{
/** @addtogroup AnimationEditor
* @{
*/
///
/// Base class that can be implemented by objects needing to elements along draw a horizontal timeline.
///
public class GUITimelineBase
{
public const int PADDING = 30;
protected int drawableWidth;
protected float rangeLength = 60.0f;
protected float rangeOffset = 0.0f;
protected GUICanvas canvas;
protected int width;
protected int height;
protected int fps = 1;
protected int markedFrameIdx = -1;
///
/// Constructs a new timeline and adds it to the specified layout.
///
/// Layout to add the timeline GUI to.
/// Width of the timeline in pixels.
/// Height of the timeline in pixels.
public GUITimelineBase(GUILayout layout, int width, int height)
{
canvas = new GUICanvas();
layout.AddElement(canvas);
SetSize(width, height);
}
///
/// Uses the assigned FPS, range and physical size to calculate the frame that is under the provided coordinates.
///
/// Coordinate relative to the layout the GUI element is on.
/// Frame that was clicked on, or -1 if the coordinates are outside of valid bounds.
public int GetFrame(Vector2I pixelCoords)
{
Rect2I bounds = canvas.Bounds;
if (pixelCoords.x < (bounds.x + PADDING) || pixelCoords.x >= (bounds.x + bounds.width - PADDING) ||
pixelCoords.y < bounds.y || pixelCoords.y >= (bounds.y + bounds.height))
{
return -1;
}
Vector2I relativeCoords = pixelCoords - new Vector2I(bounds.x + PADDING, bounds.y);
float lengthPerPixel = GetRange() / drawableWidth;
float time = rangeOffset + relativeCoords.x * lengthPerPixel;
return MathEx.RoundToInt(time * fps);
}
///
/// Returns the time at the specified pixel value along the timeline.
///
/// Coordinate relative to this GUI element, in pixels.
/// Time along the curve at the specified coordinates.
public float GetTime(int pixel)
{
Rect2I bounds = canvas.Bounds;
int relativeCoords = pixel - (bounds.x + PADDING);
float lengthPerPixel = GetRange() / drawableWidth;
return rangeOffset + relativeCoords * lengthPerPixel;
}
///
/// Finds the pixel offset relative to the GUI element's origin, of the specified time.
///
/// Time value to return the offset for.
/// Offset in pixels relative to GUI element's origin.
public int GetOffset(float time)
{
return (int)(((time - rangeOffset) / GetRange()) * drawableWidth) + PADDING;
}
///
/// Returns time for a frame with the specified index. Depends on set range and FPS.
///
/// Index of the frame (not a key-frame) to get the time for.
/// Time of the frame with the provided index.
public float GetTimeForFrame(int frameIdx)
{
return frameIdx / (float)fps;
}
///
/// Sets the frame at which to display the frame marker.
///
/// Index of the frame to display the marker on, or -1 to clear the marker.
public void SetMarkedFrame(int frameIdx)
{
markedFrameIdx = frameIdx;
}
///
/// Sets the physical size onto which to draw the timeline.
///
/// Width in pixels.
/// Height in pixels.
public void SetSize(int width, int height)
{
this.width = width;
this.height = height;
canvas.SetWidth(width);
canvas.SetHeight(height);
drawableWidth = Math.Max(0, width - PADDING * 2);
}
///
/// Sets the range of values to display on the timeline.
///
/// Amount of time to display, in seconds.
public void SetRange(float length)
{
rangeLength = Math.Max(0.0f, length);
}
///
/// Returns the offset at which the displayed timeline values start at.
///
/// Value to start the timeline values at, in seconds.
public void SetOffset(float offset)
{
rangeOffset = offset;
}
///
/// Number of frames per second, used for frame selection and marking.
///
/// Number of prames per second.
public void SetFPS(int fps)
{
this.fps = Math.Max(1, fps);
}
///
/// Returns the range of times displayed by the timeline rounded to the multiple of FPS.
///
/// If true, extra range will be included to cover the right-most padding.
/// Time range rounded to a multiple of FPS.
protected float GetRange(bool padding = false)
{
float spf = 1.0f / fps;
float range = rangeLength;
if (padding)
{
float lengthPerPixel = rangeLength / drawableWidth;
range += lengthPerPixel * PADDING;
}
return MathEx.Max(1.0f, range / spf) * spf;
}
///
/// Draws a vertical frame marker at the specified time.
///
/// Time at which to draw the marker.
private void DrawFrameMarker(float t)
{
int xPos = (int)(((t - rangeOffset) / GetRange()) * drawableWidth) + PADDING;
Vector2I start = new Vector2I(xPos, 0);
Vector2I end = new Vector2I(xPos, height);
canvas.DrawLine(start, end, Color.BansheeOrange);
}
///
/// Draws the frame marker at the currently selected frame.
///
protected void DrawFrameMarker()
{
if (markedFrameIdx != -1)
DrawFrameMarker(markedFrameIdx / (float)fps);
}
///
/// Rebuilds the internal GUI elements. Should be called whenever timeline properties change.
///
public virtual void Rebuild()
{
canvas.Clear();
}
}
/** @} */
}