added dropdown menus

This commit is contained in:
2024-08-28 22:16:11 -04:00
parent 5cb8101495
commit 12193dc560
5 changed files with 136 additions and 51 deletions

View File

@@ -211,23 +211,38 @@ namespace RisingCubes{
.delay = std::chrono::milliseconds(1) .delay = std::chrono::milliseconds(1)
}; };
AnimationFrame frame0{ AnimationFrame frame00{
.frame = { .frame = {
CreateCell(0.0,0.0,0.0,V3D<uint8_t>(255.0,255.0,255.0)), CreateCell(0.0,0.0,1.0,V3D<uint8_t>(128.0,128.0,255.0)),
CreateCell(0.0,0.5,0.0,V3D<uint8_t>(0.0,255.0,0.0)), CreateCell(0.5,0.0,1.0,V3D<uint8_t>(128.0,128.0,255.0)),
CreateCell(0.0,1.0,0.0,V3D<uint8_t>(0.0,255.0,0.0)), CreateCell(1.0,0.0,0.0,V3D<uint8_t>(255.0,118.0,205.0)),
CreateCell(0.0,0.0,0.5,V3D<uint8_t>(0.0,0.0,255.0)), CreateCell(1.0,0.0,0.5,V3D<uint8_t>(255.0,118.0,205.0)),
CreateCell(0.0,0.0,1.0,V3D<uint8_t>(0.0,0.0,255.0)), CreateCell(1.0,0.0,1.0,V3D<uint8_t>(255.0,116.0,0.0)),
CreateCell(0.5,0.0,0.0,V3D<uint8_t>(255.0,0.0,0.0)), CreateCell(1.0,0.5,1.0,V3D<uint8_t>(183.0,0.0,255.0)),
CreateCell(1.0,0.0,0.0,V3D<uint8_t>(255.0,0.0,0.0)) CreateCell(1.0,1.0,1.0,V3D<uint8_t>(183.0,0.0,255.0))
}, },
.fillInterpolation = FillInterpolation::NO_FILL, .fillInterpolation = FillInterpolation::CLOSEST_COLOR,
.frameInterpolation = FrameInterpolation::FADE,
.delay = std::chrono::milliseconds(1000)
};
AnimationFrame frame01{
.frame = {
CreateCell(0.0,0.0,1.0,V3D<uint8_t>(255.0,255.0,171.0)),
CreateCell(0.5,0.0,1.0,V3D<uint8_t>(255.0,255.0,171.0)),
CreateCell(1.0,0.0,0.0,V3D<uint8_t>(0.0,195.0,88.0)),
CreateCell(1.0,0.0,0.5,V3D<uint8_t>(0.0,195.0,88.0)),
CreateCell(1.0,0.0,1.0,V3D<uint8_t>(0.0,195.0,88.0)),
CreateCell(1.0,0.5,1.0,V3D<uint8_t>(112.0,222.0,255.0)),
CreateCell(1.0,1.0,1.0,V3D<uint8_t>(112.0,222.0,255.0))
},
.fillInterpolation = FillInterpolation::CLOSEST_COLOR,
.frameInterpolation = FrameInterpolation::FADE, .frameInterpolation = FrameInterpolation::FADE,
.delay = std::chrono::milliseconds(1000) .delay = std::chrono::milliseconds(1000)
}; };
std::vector<AnimationFrame> rising{ std::vector<AnimationFrame> rising{
frame0, frame0 frame00, frame01, frame00
// frame1, // 0 // frame1, // 0
// frame2, // 1 // frame2, // 1
// frame3, // 2 // frame3, // 2

View File

@@ -8,10 +8,12 @@ class FillInterpolation(StrEnum):
CLOSEST_COLOR = "CLOSEST_COLOR" CLOSEST_COLOR = "CLOSEST_COLOR"
LINEAR_WEIGHTED_DISTANCE = "LINEAR_WEIGHTED_DISTANCE" LINEAR_WEIGHTED_DISTANCE = "LINEAR_WEIGHTED_DISTANCE"
SQUARE_WEIGHTED_DISTANCE = "SQUARE_WEIGHTED_DISTANCE" SQUARE_WEIGHTED_DISTANCE = "SQUARE_WEIGHTED_DISTANCE"
# options = [NO_FILL, CLOSEST_COLOR, LINEAR_WEIGHTED_DISTANCE, SQUARE_WEIGHTED_DISTANCE]
class FrameInterpolation(StrEnum): class FrameInterpolation(StrEnum):
SNAP = "SNAP" SNAP = "SNAP"
FADE = "FADE" FADE = "FADE"
# options = [SNAP, FADE]
class Cell: class Cell:
def __init__(self, position: Vector3, color: Vector3): def __init__(self, position: Vector3, color: Vector3):
@@ -68,7 +70,7 @@ def mesh_to_cell(mesh: Mesh) -> Cell:
cell = Cell(pos, Vector3(mesh.face_color)) cell = Cell(pos, Vector3(mesh.face_color))
return cell return cell
def scene_to_frame(scene: Scene, scene_number: int) -> str: def scene_to_frame(scene: Scene, fill_interpolation: FillInterpolation, frame_interpolation: FrameInterpolation, delay: int, scene_number: int) -> str:
cells = [mesh_to_cell(cube) for cube in scene.meshes] cells = [mesh_to_cell(cube) for cube in scene.meshes]
frame = AnimationFrame(cells, FillInterpolation.NO_FILL, FrameInterpolation.FADE, 1000) frame = AnimationFrame(cells, FillInterpolation.NO_FILL, FrameInterpolation.FADE, 1000)
return frame.to_string(scene_number) return frame.to_string(scene_number)

View File

@@ -1,18 +0,0 @@
from pygame_widgets.slider import Slider
class ColorPicker:
def __init__(self, screen, x_pos: int, y_pos: int, width: int, height: int):
width = max(50, width)
self.sliders: list[Slider] = [
Slider(screen, int(x_pos + i*(width/3)), y_pos, int((width-50)/3), height, min=0, max=255, step=1, vertical=True) for i in range(3)
]
for slider in self.sliders:
slider.enable()
def get_color(self) -> tuple[int]:
# return (0,0,0)
return tuple([slider.getValue() for slider in self.sliders])
def set_color(self, color: tuple[int]):
for i, slider in enumerate(self.sliders):
slider.setValue(color[i])

View File

@@ -1,15 +1,41 @@
from AnimationExporter import scene_to_frame
from CustomWidgets import ColorPicker
from itertools import product from itertools import product
from pygame_widgets.button import Button from pygame_widgets.button import Button
from pygame_widgets.slider import Slider
from pygame_widgets.dropdown import Dropdown
from pygame_widgets.textbox import TextBox
from Scene import Scene from Scene import Scene
from Shapes import * from Shapes import *
import pygame import pygame
from AnimationExporter import *
class ColorPicker:
def __init__(self, screen, x_pos: int, y_pos: int, width: int, height: int):
width = max(50, width)
slider_colors = ((255,0,0),(0,255,0),(0,0,255))
self.sliders: list[Slider] = [
Slider(screen, int(x_pos + i*(width/3)), y_pos, int((width-50)/3), height, min=0, max=255, step=1, vertical=True, handleColour=slider_colors[i]) for i in range(3)
]
for slider in self.sliders:
slider.enable()
def get_color(self) -> tuple[int]:
return tuple([slider.getValue() for slider in self.sliders])
def set_color(self, color: tuple[int]):
for i, slider in enumerate(self.sliders):
slider.setValue(color[i])
class SceneStore:
def __init__(self, scene: Scene, fill: FillInterpolation, fade: FrameInterpolation, delay: int):
self.scene: Scene = scene
self.fill: FillInterpolation = fill
self.fade: FrameInterpolation = fade
self.delay: int = delay
class SceneManager: class SceneManager:
def __init__(self, window, color_picker: ColorPicker): def __init__(self, window, color_picker: ColorPicker):
self.file_data: str = "" self.file_data: str = ""
self._scenes: list[Scene] = [self.new_scene()] self._scenes: list[SceneStore] = [SceneStore(self.new_scene(), FillInterpolation.NO_FILL, FrameInterpolation.FADE, 1000)]
self._current_scene_idx: int = 0 self._current_scene_idx: int = 0
self.window = window self.window = window
self.color_picker = color_picker self.color_picker = color_picker
@@ -18,7 +44,7 @@ class SceneManager:
def save_frame_to_file(self): def save_frame_to_file(self):
with open("tools/animation-tools/output.txt", 'w') as file: with open("tools/animation-tools/output.txt", 'w') as file:
for i, scene in enumerate(self._scenes): for i, scene in enumerate(self._scenes):
file.write(scene_to_frame(scene, i)) file.write(scene_to_frame(scene.scene, scene.fill_interpolation, scene.frame_interpolation, scene.delay, i))
def generate_meshes(self) -> list[Mesh]: def generate_meshes(self) -> list[Mesh]:
# generate a list of cubes # generate a list of cubes
@@ -37,13 +63,13 @@ class SceneManager:
def draw(self): def draw(self):
for mesh in self._selected_meshes: for mesh in self._selected_meshes:
mesh.set_face_color(self.color_picker.get_color()) mesh.set_face_color(self.color_picker.get_color())
self.get_current_scene().draw(self.window) self.get_current_scene().scene.draw(self.window)
def get_current_scene(self) -> Scene: def get_current_scene(self) -> SceneStore:
return self._scenes[self._current_scene_idx] return self._scenes[self._current_scene_idx]
def click_mesh(self, coordinates: tuple[int, int]): def click_mesh(self, coordinates: tuple[int, int]):
mesh = self.get_current_scene().get_mesh_from_xy(coordinates) mesh = self.get_current_scene().scene.get_mesh_from_xy(coordinates)
if mesh == None: if mesh == None:
return return
@@ -62,35 +88,61 @@ class SceneManager:
def next_scene(self): def next_scene(self):
self.deselect_all_mesh() self.deselect_all_mesh()
current_angles = self.get_current_scene().euler_angles current_angles = self.get_current_scene().scene.euler_angles
if len(self._scenes)-1 == self._current_scene_idx: if len(self._scenes)-1 == self._current_scene_idx:
self._scenes.append(self.new_scene()) self._scenes.append(SceneStore(self.new_scene(), FillInterpolation.NO_FILL, FrameInterpolation.FADE, 1000))
self._current_scene_idx += 1 self._current_scene_idx += 1
self.get_current_scene().euler_angles = [angle for angle in current_angles] self.get_current_scene().scene.euler_angles = [angle for angle in current_angles]
def previous_scene(self): def last_scene(self):
if self._current_scene_idx > 0: if self._current_scene_idx > 0:
current_angles = self.get_current_scene().euler_angles current_angles = self.get_current_scene().scene.euler_angles
self._current_scene_idx -= 1 self._current_scene_idx -= 1
self.get_current_scene().euler_angles = [angle for angle in current_angles] self.get_current_scene().scene.euler_angles = [angle for angle in current_angles]
self.deselect_all_mesh() self.deselect_all_mesh()
def update_scene_options(self, fill: FillInterpolation, fade: FrameInterpolation, delay: int):
cur_scene: SceneStore = self.get_current_scene()
cur_scene.fill = fill
cur_scene.fade = fade
cur_scene.delay = delay
class AnimatorUI: class AnimatorUI:
def __init__(self, window): def __init__(self, window):
scr_wdt, scr_hgt = window.get_size() scr_wdt, scr_hgt = window.get_size()
self.window = window self.window = window
colorPicker: ColorPicker = ColorPicker(self.window, 20, 20, 100, 300) self.colorPicker: ColorPicker = ColorPicker(self.window, *self.rel2abs(5, 5, 20, 60))
self.sceneManager: SceneManager = SceneManager(window, colorPicker) self.sceneManager: SceneManager = SceneManager(window, self.colorPicker)
self.save_button: Button = Button(self.window, *self.rel2abs(5, 90, 10, 10), text="Save",onClick=self.sceneManager.save_frame_to_file)
self.save_button: Button = Button(self.window, 20, scr_hgt-40, 60, 30, text="Save",onClick=self.sceneManager.save_frame_to_file) self.next_frame_button: Button = Button(self.window, *self.rel2abs(75, 90, 25, 5), text="Next Frame",onClick=self._next_scene)
self.next_frame_button: Button = Button(self.window, scr_wdt-120, scr_hgt-40, 120, 30, text="Next Frame",onClick=self.sceneManager.next_scene) self.last_frame_button: Button = Button(self.window, *self.rel2abs(50, 90, 25, 5), text="last Frame",onClick=self._last_scene)
self.last_frame_button: Button = Button(self.window, scr_wdt-240, scr_hgt-40, 120, 30, text="last Frame",onClick=self.sceneManager.previous_scene)
self.trackMouseMotion: bool = False self.trackMouseMotion: bool = False
self.fill_dropdown: Dropdown = Dropdown(self.window, *self.rel2abs(30, 0, 40, 5), name="Fill Type",
choices=[option.value for option in FillInterpolation], onRelease=self.set_update_options_flag)
self.fade_dropdown: Dropdown = Dropdown(self.window, *self.rel2abs(70, 0, 20, 5), name="Fade Type",
choices=[option.value for option in FrameInterpolation], onRelease=self.set_update_options_flag)
self.updateOptions = False
self._set_dropdown_options()
# TODO: add delay field
# TODO: Make a frame counter
def rel2abs(self, x: float, y: float, width: float, height: float) -> tuple[int,int,int,int]:
scr_wdt, scr_hgt = self.window.get_size()
x_abs = int(x*scr_wdt/100)
y_abs = int(y*scr_hgt/100)
w_abs = int(width*scr_wdt/100)
h_abs = int(height*scr_hgt/100)
return (x_abs, y_abs, w_abs, h_abs)
def update_interaction(self, game_event): def update_interaction(self, game_event):
if not self.trackMouseMotion: if not self.trackMouseMotion:
pygame.mouse.get_rel() pygame.mouse.get_rel()
@@ -110,4 +162,39 @@ class AnimatorUI:
current_scene.euler_angles[1] -= mouseMovement[0] current_scene.euler_angles[1] -= mouseMovement[0]
def draw(self): def draw(self):
if self.updateOptions:
self.set_scene_options()
# make the preview window for the color picker
pygame.draw.rect(self.window, self.colorPicker.get_color(), self.rel2abs(11, 70, 5, 5))
pygame.draw.rect(self.window, (0,0,0), self.rel2abs(11, 70, 5, 5), 2)
self.sceneManager.draw() self.sceneManager.draw()
def _next_scene(self):
self.sceneManager.next_scene()
self._set_dropdown_options()
def _last_scene(self):
self.sceneManager.last_scene()
self._set_dropdown_options()
def _set_dropdown_options(self):
scene = self.sceneManager.get_current_scene()
for choice in self.fill_dropdown._Dropdown__choices:
if choice.text.find(scene.fill) != -1:
self.fill_dropdown.chosen = choice
break
for choice in self.fade_dropdown._Dropdown__choices:
if choice.text.find(scene.fade) != -1:
self.fade_dropdown.chosen = choice
break
def set_update_options_flag(self):
self.updateOptions = True
def set_scene_options(self):
self.updateOptions = False
self.sceneManager.update_scene_options(self.fill_dropdown.getSelected(), self.fade_dropdown.getSelected(), 1000)
current_scene = self.sceneManager.get_current_scene()

View File

@@ -1,7 +1,6 @@
import pygame import pygame
import pygame_widgets import pygame_widgets
from Shapes import * from Shapes import *
from Scene import Scene
from UI import AnimatorUI from UI import AnimatorUI
WINDOW_W = 500 WINDOW_W = 500