#include "player_replay.h"
+VG_STATIC void replay_clear( replay_buffer *replay ){
+ replay->head = NULL;
+ replay->tail = NULL;
+ replay->cursor_frame = NULL;
+ replay->statehead = NULL;
+ replay->cursor = -99999.9;
+ replay->control = k_replay_control_none;
+}
+
VG_STATIC void local_replay_init( u32 bytes ){
localplayer.replay.data = vg_linear_alloc( vg_mem.rtmemory, bytes );
localplayer.replay.size = bytes;
- localplayer.replay.cursor = -9999.9;
- vg_console_reg_var( "k_replay_test", &k_replay_test, k_var_dtype_i32, 0 );
+ replay_clear( &localplayer.replay );
+}
+
+replay_gamestate *replay_frame_gamestate( replay_frame *frame, u16 index ){
+ void *baseptr = frame;
+
+ replay_gamestate *array = (baseptr + vg_align8( sizeof(replay_frame)));
+ return &array[ index ];
+}
+
+replay_sfx *replay_frame_sfx( replay_frame *frame, u16 index ){
+ void *gsarr = replay_frame_gamestate( frame, 0 );
+ u32 gssize = frame->gamestate_count * sizeof(replay_gamestate);
+
+ replay_sfx *array = (gsarr + vg_align8(gssize));
+ return &array[index];
+}
+
+u32 _replay_frame_size( u16 gamestate_count, u16 sfx_count ){
+ return vg_align8( sizeof( replay_frame ) ) +
+ vg_align8( gamestate_count * sizeof(replay_gamestate) ) +
+ vg_align8( sfx_count * sizeof(replay_sfx) );
}
u32 replay_frame_size( replay_frame *frame ){
- /* eventually it will be a dynamic size */
- return vg_align8( sizeof( replay_frame ) );
+ return _replay_frame_size( frame->gamestate_count, frame->sfx_count );
}
-VG_STATIC replay_frame *replay_newframe( replay_buffer *replay ){
+VG_STATIC replay_frame *replay_newframe( replay_buffer *replay,
+ u16 gamestate_count, u16 sfx_count ){
replay_frame *frame = NULL;
if( replay->head ){
assert( replay->head );
u32 headsize = replay_frame_size( replay->head ),
nextpos = ((void *)replay->head - replay->data) + headsize,
- nextsize = vg_align8( sizeof(replay_frame) );
+ nextsize = _replay_frame_size( gamestate_count, sfx_count );
if( nextsize > replay->size ){
vg_error( "Keyframe too big\n" );
if( tailpos >= nextpos ){
if( nextpos + nextsize > tailpos ){
- if( replay->cursor_frame == replay->tail ){
+ /* remove links */
+ if( replay->cursor_frame == replay->tail )
replay->cursor_frame = NULL;
- }
+ if( replay->statehead == replay->tail )
+ replay->statehead = NULL;
+ /* pop node */
replay->tail = replay->tail->r;
if( replay->tail ) {
replay->tail->l = NULL;
goto check_again;
}
- else{
+ else
replay->head = NULL;
- }
}
}
frame = replay->data + nextpos;
- if( replay->head ){
+ if( replay->head )
replay->head->r = frame;
- }
}
- else {
+ else
frame = replay->data;
- }
+ frame->gamestate_count = gamestate_count;
+ frame->sfx_count = sfx_count;
frame->l = replay->head;
frame->r = NULL;
replay->head = frame;
if( !replay->tail ) replay->tail = frame;
+ if( gamestate_count ) replay->statehead = frame;
return frame;
}
if( dir == 0.0 ) return;
dir = vg_signf( dir );
- u32 i=0;
- for( ; i<100; i++ ){
+ u32 i=4096;
+ while( i --> 0 ){
if( dir < 0.0 )
if( t > replay->cursor_frame->time ) break;
if( t < next->time ) break;
replay->cursor_frame = next;
+ replay->cursor = next->time;
+
+ if( !i ) return;
}
replay->cursor = t;
}
+VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay ){
+ replay_frame *frame = replay->cursor_frame;
+
+ u32 i=4096;
+ while( i --> 0 ){
+ if( !frame ) return frame;
+ if( frame->gamestate_count ) return frame;
+ frame = frame->l;
+ }
+
+ return NULL;
+}
+
+VG_STATIC void player_replay_control_update( player_instance *player ){
+ f64 speed = 1.0;
+ f64 target = player->replay.cursor;
+
+ if( vg_getkey( SDLK_9 ) ){
+ target -= vg.time_frame_delta * speed;
+ player->replay.control = k_replay_control_scrub;
+ replay_seek( &player->replay, target );
+ }
+ if( vg_getkey( SDLK_0 ) ){
+ target += vg.time_frame_delta * speed;
+ player->replay.control = k_replay_control_scrub;
+ replay_seek( &player->replay, target );
+ }
+
+ if( vg_getkey( SDLK_7 ) )
+ player->replay.control = k_replay_control_play;
+
+ if( player->replay.control == k_replay_control_play ){
+ target += vg.time_frame_delta;
+ replay_seek( &player->replay, target );
+ }
+
+ if( vg_getkey( SDLK_8 ) ){
+ replay_frame *prev = replay_find_recent_stateframe( &player->replay );
+
+ if( prev ){
+ /* TODO: Make gamestate_apply function / swap ... */
+ replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
+
+ if( gs->system == k_player_subsystem_walk ){
+ memcpy( &player->_walk.state, &gs->walk,
+ sizeof(struct player_walk_state) );
+ }
+ else if( gs->system == k_player_subsystem_skate ){
+ memcpy( &player->_skate.state, &gs->skate,
+ sizeof(struct player_skate_state) );
+ }
+ player->subsystem = gs->system;
+
+ memcpy( &player->rb, &gs->rb, sizeof(rigidbody) );
+ v3_copy( gs->angles, player->angles );
+ v3_copy( prev->cam_pos, player->cam.pos );
+ v3_copy( prev->cam_angles, player->cam_override_angles );
+ player->cam.fov = prev->cam_fov;
+ memcpy( &player->cam_control, &gs->cam_control,
+ sizeof(struct player_cam_controller) );
+
+ /* chop end off replay */
+ prev->r = NULL;
+ player->replay.statehead = prev;
+ player->replay.head = prev;
+ player->replay.cursor_frame = prev;
+ player->replay.cursor = prev->time;
+ player->replay.control = k_replay_control_none;
+ vg.time = prev->time;
+ return;
+ }
+ }
+}
+
VG_STATIC void replay_debug_info( player_instance *player ){
player__debugtext( 2, "replay info" );
player__debugtext( 1, "head @%u | tail @%u\n", head, tail );
+ if( replay->statehead ){
+ u32 state = (void *)replay->statehead - replay->data;
+ player__debugtext( 1, "gs @%u\n", state );
+ }
+ else
+ player__debugtext( 1, "gs @NULL\n" );
+
f64 start = replay->cursor,
end = replay->cursor;
if( replay->tail ) start = replay->tail->time;
}
VG_STATIC void replay_imgui( player_instance *player ){
- if( !k_replay_test ) return;
+ if( player->replay.control == k_replay_control_none ) return;
replay_buffer *replay = &player->replay;
f64 start = replay->cursor,
char buffer[ 128 ];
+ /* mainbar */
ui_px height = 20,
- cwidth = 8;
+ cwidth = 2;
ui_rect bar = { 0, vg.window_y - height, vg.window_x, height };
ui_fill( bar, ui_colour( k_ui_bg ) );
+ /* cursor frame block */
+ if( replay->cursor_frame ){
+ if( replay->cursor_frame->r ){
+ f64 l = (replay->cursor_frame->r->time-replay->cursor_frame->time)/len,
+ s = (replay->cursor_frame->time - start) / len;
+ ui_rect box = { s*(f64)vg.window_x, bar[1]-2,
+ VG_MAX(4,(ui_px)l), bar[3]+2 };
+ ui_fill( box, ui_colour( k_ui_bg+4 ) );
+ }
+ }
+
+ /* cursor */
ui_rect cusor = { cur * (f64)vg.window_x - (cwidth/2), bar[1],
cwidth, bar[3] };
- ui_fill( cusor, ui_colour( k_ui_bg+4 ) );
+ ui_fill( cusor, ui_colour( k_ui_bg+7 ) );
+
+ /* latest state marker */
+ if( replay->statehead ){
+ f64 t = (replay->statehead->time - start) / len;
+ ui_rect tag = { t*(f64)vg.window_x, bar[1]-8, 2, bar[3]+8 };
+ ui_fill( tag, ui_colour( k_ui_green+k_ui_brighter ) );
+ }
+
+ /* previous state marker */
+ replay_frame *prev = replay_find_recent_stateframe( replay );
+ if( prev ){
+ f64 t = (prev->time - start) / len;
+ ui_rect tag = { t*(f64)vg.window_x, bar[1]-8, 2, bar[3]+8 };
+ ui_fill( tag, ui_colour( k_ui_yellow+k_ui_brighter ) );
+ }
cusor[1] -= height;
cusor[2] = 200;