| #include "rive/animation/state_machine_instance.hpp" | |
| #include "rive/animation/state_machine_input.hpp" | |
| #include "rive/animation/state_machine_bool.hpp" | |
| #include "rive/animation/state_machine_number.hpp" | |
| #include "rive/animation/state_machine_trigger.hpp" | |
| #include "rive/animation/state_machine_input_instance.hpp" | |
| #include "rive/animation/state_machine.hpp" | |
| #include "rive/animation/state_machine_layer.hpp" | |
| #include "rive/animation/any_state.hpp" | |
| #include "rive/animation/entry_state.hpp" | |
| #include "rive/animation/state_transition.hpp" | |
| #include "rive/animation/transition_condition.hpp" | |
| #include "rive/animation/animation_state.hpp" | |
| #include "rive/animation/state_instance.hpp" | |
| #include "rive/animation/animation_state_instance.hpp" | |
| #include "rive/animation/state_machine_event.hpp" | |
| #include "rive/shapes/shape.hpp" | |
| #include "rive/math/aabb.hpp" | |
| #include "rive/math/hit_test.hpp" | |
| #include <unordered_map> | |
| using namespace rive; | |
| namespace rive { | |
| class StateMachineLayerInstance { | |
| private: | |
| static const int maxIterations = 100; | |
| const StateMachineLayer* m_Layer = nullptr; | |
| ArtboardInstance* m_ArtboardInstance = nullptr; | |
| StateInstance* m_AnyStateInstance = nullptr; | |
| StateInstance* m_CurrentState = nullptr; | |
| StateInstance* m_StateFrom = nullptr; | |
| // const LayerState* m_CurrentState = nullptr; | |
| // const LayerState* m_StateFrom = nullptr; | |
| const StateTransition* m_Transition = nullptr; | |
| bool m_HoldAnimationFrom = false; | |
| // LinearAnimationInstance* m_AnimationInstance = nullptr; | |
| // LinearAnimationInstance* m_AnimationInstanceFrom = nullptr; | |
| float m_Mix = 1.0f; | |
| float m_MixFrom = 1.0f; | |
| bool m_StateChangedOnAdvance = false; | |
| bool m_WaitingForExit = false; | |
| /// Used to ensure a specific animation is applied on the next apply. | |
| const LinearAnimation* m_HoldAnimation = nullptr; | |
| float m_HoldTime = 0.0f; | |
| public: | |
| ~StateMachineLayerInstance() { | |
| delete m_AnyStateInstance; | |
| delete m_CurrentState; | |
| delete m_StateFrom; | |
| } | |
| void init(const StateMachineLayer* layer, ArtboardInstance* instance) { | |
| m_ArtboardInstance = instance; | |
| assert(m_Layer == nullptr); | |
| m_AnyStateInstance = layer->anyState()->makeInstance(instance).release(); | |
| m_Layer = layer; | |
| changeState(m_Layer->entryState()); | |
| } | |
| void updateMix(float seconds) { | |
| if (m_Transition != nullptr && m_StateFrom != nullptr && m_Transition->duration() != 0) | |
| { | |
| m_Mix = std::min( | |
| 1.0f, | |
| std::max(0.0f, | |
| (m_Mix + seconds / m_Transition->mixTime(m_StateFrom->state())))); | |
| } else { | |
| m_Mix = 1.0f; | |
| } | |
| } | |
| bool advance(/*Artboard* artboard, */float seconds, Span<SMIInput*> inputs) { | |
| m_StateChangedOnAdvance = false; | |
| if (m_CurrentState != nullptr) { | |
| m_CurrentState->advance(seconds, inputs); | |
| } | |
| updateMix(seconds); | |
| if (m_StateFrom != nullptr && m_Mix < 1.0f && !m_HoldAnimationFrom) { | |
| // This didn't advance during our updateState, but it should now | |
| // that we realize we need to mix it in. | |
| m_StateFrom->advance(seconds, inputs); | |
| } | |
| for (int i = 0; updateState(inputs, i != 0); i++) { | |
| apply(); | |
| if (i == maxIterations) { | |
| fprintf(stderr, "StateMachine exceeded max iterations.\n"); | |
| return false; | |
| } | |
| } | |
| apply(); | |
| return m_Mix != 1.0f || m_WaitingForExit || | |
| (m_CurrentState != nullptr && m_CurrentState->keepGoing()); | |
| } | |
| bool isTransitioning() { | |
| return m_Transition != nullptr && m_StateFrom != nullptr && | |
| m_Transition->duration() != 0 && m_Mix < 1.0f; | |
| } | |
| bool updateState(Span<SMIInput*> inputs, bool ignoreTriggers) { | |
| // Don't allow changing state while a transition is taking place | |
| // (we're mixing one state onto another). | |
| if (isTransitioning()) { | |
| return false; | |
| } | |
| m_WaitingForExit = false; | |
| if (tryChangeState(m_AnyStateInstance, inputs, ignoreTriggers)) { | |
| return true; | |
| } | |
| return tryChangeState(m_CurrentState, inputs, ignoreTriggers); | |
| } | |
| bool changeState(const LayerState* stateTo) { | |
| if ((m_CurrentState == nullptr ? nullptr : m_CurrentState->state()) == stateTo) { | |
| return false; | |
| } | |
| m_CurrentState = | |
| stateTo == nullptr ? nullptr : stateTo->makeInstance(m_ArtboardInstance).release(); | |
| return true; | |
| } | |
| bool | |
| tryChangeState(StateInstance* stateFromInstance, Span<SMIInput*> inputs, bool ignoreTriggers) { | |
| if (stateFromInstance == nullptr) { | |
| return false; | |
| } | |
| auto stateFrom = stateFromInstance->state(); | |
| auto outState = m_CurrentState; | |
| for (size_t i = 0, length = stateFrom->transitionCount(); i < length; i++) { | |
| auto transition = stateFrom->transition(i); | |
| auto allowed = transition->allowed(stateFromInstance, inputs, ignoreTriggers); | |
| if (allowed == AllowTransition::yes && changeState(transition->stateTo())) { | |
| m_StateChangedOnAdvance = true; | |
| // state actually has changed | |
| m_Transition = transition; | |
| if (m_StateFrom != m_AnyStateInstance) { | |
| // Old state from is done. | |
| delete m_StateFrom; | |
| } | |
| m_StateFrom = outState; | |
| // If we had an exit time and wanted to pause on exit, make | |
| // sure to hold the exit time. Delegate this to the | |
| // transition by telling it that it was completed. | |
| if (outState != nullptr && transition->applyExitCondition(outState)) { | |
| // Make sure we apply this state. This only returns true | |
| // when it's an animation state instance. | |
| auto instance = | |
| static_cast<AnimationStateInstance*>(m_StateFrom)->animationInstance(); | |
| m_HoldAnimation = instance->animation(); | |
| m_HoldTime = instance->time(); | |
| } | |
| m_MixFrom = m_Mix; | |
| // Keep mixing last animation that was mixed in. | |
| if (m_Mix != 0.0f) { | |
| m_HoldAnimationFrom = transition->pauseOnExit(); | |
| } | |
| if (m_StateFrom != nullptr && m_StateFrom->state()->is<AnimationState>() && | |
| m_CurrentState != nullptr) | |
| { | |
| auto instance = | |
| static_cast<AnimationStateInstance*>(m_StateFrom)->animationInstance(); | |
| auto spilledTime = instance->spilledTime(); | |
| m_CurrentState->advance(spilledTime, inputs); | |
| } | |
| m_Mix = 0.0f; | |
| updateMix(0.0f); | |
| m_WaitingForExit = false; | |
| return true; | |
| } else if (allowed == AllowTransition::waitingForExit) { | |
| m_WaitingForExit = true; | |
| } | |
| } | |
| return false; | |
| } | |
| void apply(/*Artboard* artboard*/) { | |
| if (m_HoldAnimation != nullptr) { | |
| m_HoldAnimation->apply(m_ArtboardInstance, m_HoldTime, m_MixFrom); | |
| m_HoldAnimation = nullptr; | |
| } | |
| if (m_StateFrom != nullptr && m_Mix < 1.0f) { | |
| m_StateFrom->apply(m_MixFrom); | |
| } | |
| if (m_CurrentState != nullptr) { | |
| m_CurrentState->apply(m_Mix); | |
| } | |
| } | |
| bool stateChangedOnAdvance() const { return m_StateChangedOnAdvance; } | |
| const LayerState* currentState() { | |
| return m_CurrentState == nullptr ? nullptr : m_CurrentState->state(); | |
| } | |
| const LinearAnimationInstance* currentAnimation() const { | |
| if (m_CurrentState == nullptr || !m_CurrentState->state()->is<AnimationState>()) { | |
| return nullptr; | |
| } | |
| return static_cast<AnimationStateInstance*>(m_CurrentState)->animationInstance(); | |
| } | |
| }; | |
| /// Representation of a Shape from the Artboard Instance and all the events it | |
| /// triggers. Allows tracking hover and performing hit detection only once on | |
| /// shapes that trigger multiple events. | |
| class HitShape { | |
| private: | |
| Shape* m_Shape; | |
| public: | |
| Shape* shape() const { return m_Shape; } | |
| HitShape(Shape* shape) : m_Shape(shape) {} | |
| bool isHovered = false; | |
| std::vector<const StateMachineEvent*> events; | |
| }; | |
| } // namespace rive | |
| void StateMachineInstance::processEvent(Vec2D position, EventType hitEvent) { | |
| const int hitRadius = 2; | |
| auto hitArea = AABB(position.x() - hitRadius, | |
| position.y() - hitRadius, | |
| position.x() + hitRadius, | |
| position.y() + hitRadius) | |
| .round(); | |
| for (const auto& hitShape : m_HitShapes) { | |
| // TODO: quick reject. | |
| bool isOver = hitShape->shape()->hitTest(hitArea); | |
| bool hoverChange = hitShape->isHovered != isOver; | |
| hitShape->isHovered = isOver; | |
| // iterate all events associated with this hit shape | |
| for (auto event : hitShape->events) { | |
| // Always update hover states regardless of which specific event type | |
| // we're trying to trigger. | |
| if (hoverChange) { | |
| if (isOver && event->eventType() == EventType::enter) { | |
| event->performChanges(this); | |
| markNeedsAdvance(); | |
| } else if (!isOver && event->eventType() == EventType::exit) { | |
| event->performChanges(this); | |
| markNeedsAdvance(); | |
| } | |
| } | |
| if (isOver && hitEvent == event->eventType()) { | |
| event->performChanges(this); | |
| markNeedsAdvance(); | |
| } | |
| } | |
| } | |
| } | |
| void StateMachineInstance::pointerMove(Vec2D position) { | |
| processEvent(position, EventType::updateHover); | |
| } | |
| void StateMachineInstance::pointerDown(Vec2D position) { | |
| processEvent(position, EventType::down); | |
| } | |
| void StateMachineInstance::pointerUp(Vec2D position) { | |
| processEvent(position, EventType::up); | |
| } | |
| StateMachineInstance::StateMachineInstance(const StateMachine* machine, | |
| ArtboardInstance* instance) : | |
| m_Machine(machine), m_ArtboardInstance(instance) { | |
| assert(instance->isInstance()); | |
| const auto count = machine->inputCount(); | |
| m_InputInstances.resize(count); | |
| for (size_t i = 0; i < count; i++) { | |
| auto input = machine->input(i); | |
| if (input == nullptr) { | |
| continue; | |
| } | |
| switch (input->coreType()) { | |
| case StateMachineBool::typeKey: | |
| m_InputInstances[i] = new SMIBool(input->as<StateMachineBool>(), this); | |
| break; | |
| case StateMachineNumber::typeKey: | |
| m_InputInstances[i] = new SMINumber(input->as<StateMachineNumber>(), this); | |
| break; | |
| case StateMachineTrigger::typeKey: | |
| m_InputInstances[i] = new SMITrigger(input->as<StateMachineTrigger>(), this); | |
| break; | |
| default: | |
| // Sanity check. | |
| break; | |
| } | |
| } | |
| m_LayerCount = machine->layerCount(); | |
| m_Layers = new StateMachineLayerInstance[m_LayerCount]; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| m_Layers[i].init(machine->layer(i), m_ArtboardInstance); | |
| } | |
| // Initialize events. Store a lookup table of shape id to hit shape | |
| // representation (an object that stores all the events triggered by the | |
| // shape producing an event). | |
| std::unordered_map<uint32_t, HitShape*> hitShapeLookup; | |
| for (std::size_t i = 0; i < machine->eventCount(); i++) { | |
| auto event = machine->event(i); | |
| // Iterate actual leaf hittable shapes tied to this event and resolve | |
| // corresponding ones in the artboard instance. | |
| for (auto id : event->hitShapeIds()) { | |
| HitShape* hitShape; | |
| auto itr = hitShapeLookup.find(id); | |
| if (itr == hitShapeLookup.end()) { | |
| auto shape = m_ArtboardInstance->resolve(id); | |
| if (shape != nullptr && shape->is<Shape>()) { | |
| auto hs = std::make_unique<HitShape>(shape->as<Shape>()); | |
| hitShapeLookup[id] = hitShape = hs.get(); | |
| m_HitShapes.push_back(std::move(hs)); | |
| } else { | |
| // No object or not a shape... | |
| continue; | |
| } | |
| } else { | |
| hitShape = itr->second; | |
| } | |
| hitShape->events.push_back(event); | |
| } | |
| } | |
| } | |
| StateMachineInstance::~StateMachineInstance() { | |
| for (auto inst : m_InputInstances) { | |
| delete inst; | |
| } | |
| delete[] m_Layers; | |
| } | |
| bool StateMachineInstance::advance(float seconds) { | |
| m_NeedsAdvance = false; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| if (m_Layers[i].advance(seconds, toSpan(m_InputInstances))) { | |
| m_NeedsAdvance = true; | |
| } | |
| } | |
| for (auto inst : m_InputInstances) { | |
| inst->advanced(); | |
| } | |
| return m_NeedsAdvance; | |
| } | |
| void StateMachineInstance::markNeedsAdvance() { m_NeedsAdvance = true; } | |
| bool StateMachineInstance::needsAdvance() const { return m_NeedsAdvance; } | |
| std::string StateMachineInstance::name() const { return m_Machine->name(); } | |
| SMIInput* StateMachineInstance::input(size_t index) const { | |
| if (index < m_InputInstances.size()) { | |
| return m_InputInstances[index]; | |
| } | |
| return nullptr; | |
| } | |
| template <typename SMType, typename InstType> | |
| InstType* StateMachineInstance::getNamedInput(const std::string& name) const { | |
| for (const auto inst : m_InputInstances) { | |
| auto input = inst->input(); | |
| if (input->is<SMType>() && input->name() == name) { | |
| return static_cast<InstType*>(inst); | |
| } | |
| } | |
| return nullptr; | |
| } | |
| SMIBool* StateMachineInstance::getBool(const std::string& name) const { | |
| return getNamedInput<StateMachineBool, SMIBool>(name); | |
| } | |
| SMINumber* StateMachineInstance::getNumber(const std::string& name) const { | |
| return getNamedInput<StateMachineNumber, SMINumber>(name); | |
| } | |
| SMITrigger* StateMachineInstance::getTrigger(const std::string& name) const { | |
| return getNamedInput<StateMachineTrigger, SMITrigger>(name); | |
| } | |
| size_t StateMachineInstance::stateChangedCount() const { | |
| size_t count = 0; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| if (m_Layers[i].stateChangedOnAdvance()) { | |
| count++; | |
| } | |
| } | |
| return count; | |
| } | |
| const LayerState* StateMachineInstance::stateChangedByIndex(size_t index) const { | |
| size_t count = 0; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| if (m_Layers[i].stateChangedOnAdvance()) { | |
| if (count == index) { | |
| return m_Layers[i].currentState(); | |
| } | |
| count++; | |
| } | |
| } | |
| return nullptr; | |
| } | |
| const size_t StateMachineInstance::currentAnimationCount() const { | |
| size_t count = 0; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| if (m_Layers[i].currentAnimation() != nullptr) { | |
| count++; | |
| } | |
| } | |
| return count; | |
| } | |
| const LinearAnimationInstance* StateMachineInstance::currentAnimationByIndex(size_t index) const { | |
| size_t count = 0; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| if (m_Layers[i].currentAnimation() != nullptr) { | |
| if (count == index) { | |
| return m_Layers[i].currentAnimation(); | |
| } | |
| count++; | |
| } | |
| } | |
| return nullptr; | |
| } |