{-# LANGUAGE ApplicativeDo #-} {-# LANGUAGE PatternSynonyms #-} {-# LANGUAGE RankNTypes #-} module Reanimate.Scene.Sprite where import Control.Monad (void) import Control.Monad.ST (ST) import Data.Bifunctor (Bifunctor (first)) import Data.STRef (STRef, modifySTRef, newSTRef, readSTRef) import Graphics.SvgTree ( pattern None, ) import Reanimate.Animation ( Animation, Duration, SVG, Sync (SyncStretch), Time, dropA, duration, getAnimationFrame, ) import Reanimate.Effect (Effect, delayE) import Reanimate.Scene.Core ( Scene (M), ZIndex, addGen, fork, liftST, queryNow, scene, wait, ) import Reanimate.Scene.Var (unpackVar, Var (..), newVar, readVar) import Reanimate.Transition (Transition, overlapT) -- | Create and render a variable. The rendering will be born at the current timestamp -- and will persist until the end of the scene. -- -- Example: -- -- @ -- do var \<- 'simpleVar' 'Reanimate.Svg.Constructors.mkCircle' 0 -- 'Reanimate.Scene.tweenVar' var 2 $ \\val -> 'Reanimate.fromToS' val ('Reanimate.Constants.screenHeight'/2) -- @ -- -- <> simpleVar :: (a -> SVG) -> a -> Scene s (Var s a) simpleVar render def = do v <- newVar def _ <- newSprite $ render <$> unVar v return v -- | Helper function for filtering variables. findVar :: (a -> Bool) -> [Var s a] -> Scene s (Var s a) findVar _cond [] = error "Variable not found." findVar cond (v : vs) = do val <- readVar v if cond val then return v else findVar cond vs -- | Play an animation once and then remove it. This advances the clock by the duration of the -- animation. -- -- Example: -- -- @ -- do 'play' 'Reanimate.Builtin.Documentation.drawBox' -- 'play' 'Reanimate.Builtin.Documentation.drawCircle' -- @ -- -- <> play :: Animation -> Scene s () play ani = newSpriteA ani >>= destroySprite -- | Sprites are animations with a given time of birth as well as a time of death. -- They can be controlled using variables, tweening, and effects. data Sprite s = Sprite Time (STRef s (Duration, ST s (Duration -> Time -> SVG -> (SVG, ZIndex)))) -- | Sprite frame generator. Generates frames over time in a stateful environment. newtype Frame s a = Frame {unFrame :: ST s (Time -> Duration -> Time -> a)} instance Functor (Frame s) where fmap fn (Frame gen) = Frame $ do m <- gen return (\real_t d t -> fn $ m real_t d t) instance Applicative (Frame s) where pure v = Frame $ return (\_ _ _ -> v) Frame f <*> Frame g = Frame $ do m1 <- f m2 <- g return $ \real_t d t -> m1 real_t d t (m2 real_t d t) -- | Dereference a variable as a Sprite frame. -- -- Example: -- -- @ -- do v \<- 'newVar' 0 -- 'newSprite' $ 'Reanimate.Svg.Constructors.mkCircle' \<$\> 'unVar' v -- 'Reanimate.Scene.tweenVar' v 1 $ \\val -> 'Reanimate.fromToS' val 3 -- 'Reanimate.Scene.tweenVar' v 1 $ \\val -> 'Reanimate.fromToS' val 0 -- @ -- -- <> unVar :: Var s a -> Frame s a unVar var = Frame $ do fn <- unpackVar var return $ \real_t _d _t -> fn real_t -- | Dereference seconds since sprite birth. spriteT :: Frame s Time spriteT = Frame $ return (\_real_t _d t -> t) -- | Dereference duration of the current sprite. spriteDuration :: Frame s Duration spriteDuration = Frame $ return (\_real_t d _t -> d) -- | Create new sprite defined by a frame generator. Unless otherwise specified using -- 'destroySprite', the sprite will die at the end of the scene. -- -- Example: -- -- @ -- do 'newSprite' $ 'Reanimate.Svg.Constructors.mkCircle' \<$\> 'spriteT' -- Circle sprite where radius=time. -- 'wait' 2 -- @ -- -- <> newSprite :: Frame s SVG -> Scene s (Sprite s) newSprite render = do now <- queryNow ref <- liftST $ newSTRef (-1, return $ \_d _t svg -> (svg, 0)) addGen $ do fn <- unFrame render (spriteDur, spriteEffectGen) <- readSTRef ref spriteEffect <- spriteEffectGen return $ \d absT -> let relD = (if spriteDur < 0 then d else spriteDur) - now relT = absT - now -- Sprite is live [now;duration[ -- If we're at the end of a scene, sprites -- are live: [now;duration] -- This behavior is difficult to get right. See the 'bug_*' examples for -- automated tests. inTimeSlice = relT >= 0 && relT < relD isLastFrame = d == absT && relT == relD in if inTimeSlice || isLastFrame then spriteEffect relD relT (fn absT relD relT) else (None, 0) return $ Sprite now ref -- | Create new sprite defined by a frame generator. The sprite will die at -- the end of the scene. newSprite_ :: Frame s SVG -> Scene s () newSprite_ = void . newSprite -- | Create a new sprite from an animation. This advances the clock by the -- duration of the animation. Unless otherwise specified using -- 'destroySprite', the sprite will die at the end of the scene. -- -- Note: If the scene doesn't end immediately after the duration of the -- animation, the animation will be stretched to match the lifetime of the -- sprite. See 'newSpriteA'' and 'play'. -- -- Example: -- -- @ -- do 'fork' $ 'newSpriteA' 'Reanimate.Builtin.Documentation.drawCircle' -- 'play' 'Reanimate.Builtin.Documentation.drawBox' -- 'play' $ 'Reanimate.Animation.reverseA' 'Reanimate.Builtin.Documentation.drawBox' -- @ -- -- <> newSpriteA :: Animation -> Scene s (Sprite s) newSpriteA = newSpriteA' SyncStretch -- | Create a new sprite from an animation and specify the synchronization policy. This advances -- the clock by the duration of the animation. -- -- Example: -- -- @ -- do 'fork' $ 'newSpriteA'' 'Reanimate.Animation.SyncFreeze' 'Reanimate.Builtin.Documentation.drawCircle' -- 'play' 'Reanimate.Builtin.Documentation.drawBox' -- 'play' $ 'Reanimate.Animation.reverseA' 'Reanimate.Builtin.Documentation.drawBox' -- @ -- -- <> newSpriteA' :: Sync -> Animation -> Scene s (Sprite s) newSpriteA' sync animation = newSprite (getAnimationFrame sync animation <$> spriteT <*> spriteDuration) <* wait (duration animation) -- | Create a sprite from a static SVG image. -- -- Example: -- -- @ -- do 'newSpriteSVG' $ 'Reanimate.Svg.Constructors.mkBackground' "lightblue" -- 'play' 'Reanimate.Builtin.Documentation.drawCircle' -- @ -- -- <> newSpriteSVG :: SVG -> Scene s (Sprite s) newSpriteSVG = newSprite . pure -- | Create a permanent sprite from a static SVG image. Same as `newSpriteSVG` -- but the sprite isn't returned and thus cannot be destroyed. newSpriteSVG_ :: SVG -> Scene s () newSpriteSVG_ = void . newSpriteSVG -- | Change the rendering of a sprite using data from a variable. If data from several variables -- is needed, use a frame generator instead. -- -- Example: -- -- @ -- do s \<- 'fork' $ 'newSpriteA' 'Reanimate.Builtin.Documentation.drawBox' -- v \<- 'newVar' 0 -- 'applyVar' v s 'Reanimate.Svg.Constructors.rotate' -- 'Reanimate.Scene.tweenVar' v 2 $ \\val -> 'Reanimate.fromToS' val 90 -- @ -- -- <> applyVar :: Var s a -> Sprite s -> (a -> SVG -> SVG) -> Scene s () applyVar var sprite fn = spriteModify sprite $ do varFn <- unVar var return $ first $ fn varFn -- | Destroy a sprite, preventing it from being rendered in the future of the scene. -- If 'destroySprite' is invoked multiple times, the earliest time-of-death is used. -- -- Example: -- -- @ -- do s <- 'newSpriteSVG' $ 'Reanimate.Svg.Constructors.withFillOpacity' 1 $ 'Reanimate.Svg.Constructors.mkCircle' 1 -- 'fork' $ 'wait' 1 \>\> 'destroySprite' s -- 'play' 'Reanimate.Builtin.Documentation.drawBox' -- @ -- -- <> destroySprite :: Sprite s -> Scene s () destroySprite (Sprite _ ref) = do now <- queryNow liftST $ modifySTRef ref $ \(ttl, render) -> (if ttl < 0 then now else min ttl now, render) -- | Low-level frame modifier. spriteModify :: Sprite s -> Frame s ((SVG, ZIndex) -> (SVG, ZIndex)) -> Scene s () spriteModify (Sprite born ref) modFn = liftST $ modifySTRef ref $ \(ttl, renderGen) -> ( ttl, do render <- renderGen modRender <- unFrame modFn return $ \relD relT -> let absT = relT + born in modRender absT relD relT . render relD relT ) -- | Map the SVG output of a sprite. -- -- Example: -- -- @ -- do s \<- 'fork' $ 'newSpriteA' 'Reanimate.Builtin.Documentation.drawCircle' -- 'wait' 1 -- 'spriteMap' s 'Reanimate.Svg.Constructors.flipYAxis' -- @ -- -- <> spriteMap :: Sprite s -> (SVG -> SVG) -> Scene s () spriteMap sprite@(Sprite born _) fn = do now <- queryNow let tDelta = now - born spriteModify sprite $ do t <- spriteT return $ \(svg, zindex) -> (if (t - tDelta) < 0 then svg else fn svg, zindex) -- | Modify the output of a sprite between @now@ and @now+duration@. -- -- Example: -- -- @ -- do s \<- 'fork' $ 'newSpriteA' 'Reanimate.Builtin.Documentation.drawCircle' -- 'spriteTween' s 1 $ \\val -> 'Reanimate.Svg.Constructors.translate' ('Reanimate.Constants.screenWidth'*0.3*val) 0 -- @ -- -- <> spriteTween :: Sprite s -> Duration -> (Double -> SVG -> SVG) -> Scene s () spriteTween sprite@(Sprite born _) dur fn = do now <- queryNow let tDelta = now - born spriteModify sprite $ do t <- spriteT return $ first $ \svg -> fn (clamp 0 1 $ (t - tDelta) / dur) svg wait dur where clamp a b v | v < a = a | v > b = b | otherwise = v -- | Create a new variable and apply it to a sprite. -- -- Example: -- -- @ -- do s \<- 'fork' $ 'newSpriteA' 'Reanimate.Builtin.Documentation.drawBox' -- v \<- 'spriteVar' s 0 'Reanimate.Svg.Constructors.rotate' -- 'Reanimate.Scene.tweenVar' v 2 $ \\val -> 'Reanimate.fromToS' val 90 -- @ -- -- <> spriteVar :: Sprite s -> a -> (a -> SVG -> SVG) -> Scene s (Var s a) spriteVar sprite def fn = do v <- newVar def applyVar v sprite fn return v -- | Apply an effect to a sprite. -- -- Example: -- -- @ -- do s <- 'fork' $ 'newSpriteA' 'Reanimate.Builtin.Documentation.drawCircle' -- 'spriteE' s $ 'Reanimate.Effect.overBeginning' 1 'Reanimate.Effect.fadeInE' -- 'spriteE' s $ 'Reanimate.Effect.overEnding' 0.5 'Reanimate.Effect.fadeOutE' -- @ -- -- <> spriteE :: Sprite s -> Effect -> Scene s () spriteE (Sprite born ref) effect = do now <- queryNow liftST $ modifySTRef ref $ \(ttl, renderGen) -> ( ttl, do render <- renderGen return $ \d t svg -> let (svg', z) = render d t svg in (delayE (max 0 $ now - born) effect d t svg', z) ) -- | Set new ZIndex of a sprite. -- -- Example: -- -- @ -- do s1 \<- 'newSpriteSVG' $ 'Reanimate.Svg.Constructors.withFillOpacity' 1 $ 'Reanimate.Svg.Constructors.withFillColor' "blue" $ 'Reanimate.Svg.Constructors.mkCircle' 3 -- 'newSpriteSVG' $ 'Reanimate.Svg.Constructors.withFillOpacity' 1 $ 'Reanimate.Svg.Constructors.withFillColor' "red" $ 'Reanimate.Svg.Constructors.mkRect' 8 3 -- 'wait' 1 -- 'spriteZ' s1 1 -- 'wait' 1 -- @ -- -- <> spriteZ :: Sprite s -> ZIndex -> Scene s () spriteZ (Sprite born ref) zindex = do now <- queryNow liftST $ modifySTRef ref $ \(ttl, renderGen) -> ( ttl, do render <- renderGen return $ \d t svg -> let (svg', z) = render d t svg in (svg', if t < now - born then z else zindex) ) -- | Destroy all local sprites at the end of a scene. -- -- Example: -- -- @ -- do -- the rect lives through the entire 3s animation -- 'newSpriteSVG_' $ 'Reanimate.Svg.Constructors.translate' (-3) 0 $ 'Reanimate.Svg.Constructors.mkRect' 4 4 -- 'wait' 1 -- 'spriteScope' $ do -- -- the circle only lives for 1 second. -- local \<- 'newSpriteSVG' $ 'Reanimate.Svg.Constructors.translate' 3 0 $ 'Reanimate.Svg.Constructors.mkCircle' 2 -- 'spriteE' local $ 'Reanimate.Effect.overBeginning' 0.3 'Reanimate.Effect.fadeInE' -- 'spriteE' local $ 'Reanimate.Effect.overEnding' 0.3 'Reanimate.Effect.fadeOutE' -- 'wait' 1 -- 'wait' 1 -- @ -- -- <> spriteScope :: Scene s a -> Scene s a spriteScope (M action) = M $ \t -> do (a, s, p, gens) <- action t return (a, s, p, map (genFn (t + max s p)) gens) where genFn maxT gen = do frameGen <- gen return $ \_ t -> if t < maxT then frameGen maxT t else (None, 0) asAnimation :: (forall s'. Scene s' a) -> Scene s Animation asAnimation s = do now <- queryNow return $ dropA now (scene (wait now >> s)) -- | Apply a transformation with a given overlap. This makes sure -- to keep timestamps intact such that events can still be timed -- by transcripts. transitionO :: Transition -> Double -> (forall s'. Scene s' a) -> (forall s'. Scene s' b) -> Scene s () transitionO t o a b = do aA <- asAnimation a bA <- fork $ do wait (duration aA - o) asAnimation b play $ overlapT o t aA bA