Files
BallanceTasEditor/Core/TASStruct.cs
2021-07-28 08:53:36 +08:00

132 lines
4.3 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Text;
namespace BallanceTASEditor.Core.TASStruct {
public class FrameDataDisplay {
public FrameDataDisplay(long index, FrameData fd) {
isEnable = true;
Reload(index, fd);
}
public void Reload(long index, FrameData fd) {
this.index = index;
this.deltaTime = fd.deltaTime;
this.keystates = fd.keystates;
}
public bool isEnable { get; set; }
public long index { get; set; }
public float deltaTime { get; set; }
public UInt32 keystates {
get {
UInt32 result = 0;
if (key_enter) result |= 1; result <<= 1;
if (key_esc) result |= 1; result <<= 1;
if (key_q) result |= 1; result <<= 1;
if (key_space) result |= 1; result <<= 1;
if (key_shift) result |= 1; result <<= 1;
if (key_right) result |= 1; result <<= 1;
if (key_left) result |= 1; result <<= 1;
if (key_down) result |= 1; result <<= 1;
if (key_up) result |= 1; result <<= 1;
return result;
}
set {
key_up = (value & (1 << 0)).ToBool();
key_down = (value & (1 << 1)).ToBool();
key_left = (value & (1 << 2)).ToBool();
key_right = (value & (1 << 3)).ToBool();
key_shift = (value & (1 << 4)).ToBool();
key_space = (value & (1 << 5)).ToBool();
key_q = (value & (1 << 6)).ToBool();
key_esc = (value & (1 << 7)).ToBool();
key_enter = (value & (1 << 8)).ToBool();
}
}
public bool key_up { get; set; }
public bool key_down { get; set; }
public bool key_left { get; set; }
public bool key_right { get; set; }
public bool key_shift { get; set; }
public bool key_space { get; set; }
public bool key_q { get; set; }
public bool key_esc { get; set; }
public bool key_enter { get; set; }
}
public class FrameData {
public FrameData(Stream st) {
var temp = new byte[ConstValue.FRAMEDATA_SIZE];
st.Read(temp, 0, ConstValue.FRAMEDATA_SIZE);
deltaTime = BitConverter.ToSingle(temp, ConstValue.FRAMEDATA_OFFSET_DELTATIME);
keystates = BitConverter.ToUInt32(temp, ConstValue.FRAMEDATA_OFFSET_KEY_STATES);
}
public FrameData(FrameDataDisplay fdd) {
this.deltaTime = fdd.deltaTime;
this.keystates = fdd.keystates;
}
public FrameData() {
this.deltaTime = 0f;
this.keystates = 0;
}
public FrameData(float d, UInt32 k) {
this.deltaTime = d;
this.keystates = k;
}
public void SetKeyStates(UInt32 offset) {
keystates |= offset;
}
public void UnsetKeyStates(UInt32 offset) {
keystates &= ~offset;
}
public void ReverseKeyStates(UInt32 offset) {
keystates ^= offset;
}
public float deltaTime;
public UInt32 keystates;
}
public class ConstValue {
public static readonly Dictionary<FrameDataField, UInt32> Mapping = new Dictionary<FrameDataField, UInt32>() {
{FrameDataField.Key_Up, (1 << 0)},
{FrameDataField.Key_Down, (1 << 1)},
{FrameDataField.Key_Left, (1 << 2)},
{FrameDataField.Key_Right, (1 << 3)},
{FrameDataField.Key_Shift, (1 << 4)},
{FrameDataField.Key_Space, (1 << 5)},
{FrameDataField.Key_Q, (1 << 6)},
{FrameDataField.Key_Esc, (1 << 7)},
{FrameDataField.Key_Enter, (1 << 8)}
};
public const int FRAMEDATA_SIZE = 8;
public const int FRAMEDATA_OFFSET_DELTATIME = 0;
public const int FRAMEDATA_OFFSET_KEY_STATES = 4;
}
public enum FrameDataField : int {
Key_Up = 0,
Key_Down = 1,
Key_Left = 2,
Key_Right = 3,
Key_Shift = 4,
Key_Space = 5,
Key_Q = 6,
Key_Esc = 7,
Key_Enter = 8
}
}