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vcmi/client/gui/CAnimation.h

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#pragma once
#include "../../lib/vcmi_endian.h"
#include "gui/Geometries.h"
#include "../../lib/GameConstants.h"
/*
* CAnimation.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
struct SDL_Surface;
class SDLImageLoader;
class CompImageLoader;
class JsonNode;
/// Class for def loading, methods are based on CDefHandler
/// After loading will store general info (palette and frame offsets) and pointer to file itself
class CDefFile
{
private:
struct SSpriteDef
{
ui32 size;
ui32 format; /// format in which pixel data is stored
ui32 fullWidth; /// full width and height of frame, including borders
ui32 fullHeight;
ui32 width; /// width and height of pixel data, borders excluded
ui32 height;
si32 leftMargin;
si32 topMargin;
} PACKED_STRUCT;
//offset[group][frame] - offset of frame data in file
std::map<size_t, std::vector <size_t> > offset;
ui8 * data;
SDL_Color * palette;
public:
CDefFile(std::string Name);
~CDefFile();
//load frame as SDL_Surface
template<class ImageLoader>
void loadFrame(size_t frame, size_t group, ImageLoader &loader) const;
const std::map<size_t, size_t> getEntries() const;
};
/*
* Base class for images, can be used for non-animation pictures as well
*/
class IImage
{
int refCount;
public:
//draws image on surface "where" at position
virtual void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=nullptr, ui8 alpha=255) const=0;
//decrease ref count, returns true if image can be deleted (refCount <= 0)
bool decreaseRef();
void increaseRef();
//Change palette to specific player
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virtual void playerColored(PlayerColor player)=0;
virtual int width() const=0;
virtual int height() const=0;
IImage();
virtual ~IImage() {};
};
/*
* Wrapper around SDL_Surface
*/
class SDLImage : public IImage
{
public:
//Surface without empty borders
SDL_Surface * surf;
//size of left and top borders
Point margins;
//total size including borders
Point fullSize;
public:
//Load image from def file
SDLImage(CDefFile *data, size_t frame, size_t group=0, bool compressed=false);
//Load from bitmap file
SDLImage(std::string filename, bool compressed=false);
//Create using existing surface, extraRef will increase refcount on SDL_Surface
SDLImage(SDL_Surface * from, bool extraRef);
~SDLImage();
void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=nullptr, ui8 alpha=255) const override;
void playerColored(PlayerColor player) override;
int width() const override;
int height() const override;
friend class SDLImageLoader;
};
/*
* RLE-compressed image data for 8-bit images with alpha-channel, currently far from finished
* primary purpose is not high compression ratio but fast drawing.
* Consist of repeatable segments with format similar to H3 def compression:
* 1st byte:
* if (byte == 0xff)
* raw data, opaque and semi-transparent data always in separate blocks
* else
* RLE-compressed image data with this color
* 2nd byte = size of segment
* raw data (if any)
*/
class CompImage : public IImage
{
//x,y - margins, w,h - sprite size
Rect sprite;
//total size including borders
Point fullSize;
//RLE-d data
ui8 * surf;
//array of offsets for each line
ui32 * line;
//palette
SDL_Color *palette;
//Used internally to blit one block of data
template<int bpp, int dir>
void BlitBlock(ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha) const;
void BlitBlockWithBpp(ui8 bpp, ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha, bool rotated) const;
public:
//Load image from def file
CompImage(const CDefFile *data, size_t frame, size_t group=0);
//TODO: load image from SDL_Surface
CompImage(SDL_Surface * surf);
~CompImage();
void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=nullptr, ui8 alpha=255) const override;
void playerColored(PlayerColor player) override;
int width() const override;
int height() const override;
friend class CompImageLoader;
};
/// Class for handling animation
class CAnimation
{
private:
//source[group][position] - file with this frame, if string is empty - image located in def file
std::map<size_t, std::vector <JsonNode> > source;
//bitmap[group][position], store objects with loaded bitmaps
std::map<size_t, std::map<size_t, IImage* > > images;
//animation file name
std::string name;
//if true all frames will be stored in compressed (RLE) state
const bool compressed;
//loader, will be called by load(), require opened def file for loading from it. Returns true if image is loaded
bool loadFrame(CDefFile * file, size_t frame, size_t group);
//unloadFrame, returns true if image has been unloaded ( either deleted or decreased refCount)
bool unloadFrame(size_t frame, size_t group);
//initialize animation from file
void initFromJson(const JsonNode & input);
void init(CDefFile * file);
//try to open def file
CDefFile * getFile() const;
//to get rid of copy-pasting error message :]
void printError(size_t frame, size_t group, std::string type) const;
//not a very nice method to get image from another def file
//TODO: remove after implementing resource manager
IImage * getFromExtraDef(std::string filename);
public:
CAnimation(std::string Name, bool Compressed = false);
CAnimation();
~CAnimation();
//static method for debugging - print info about loaded animations
static void getAnimInfo();
static std::set<CAnimation*> loadedAnims;
//add custom surface to the selected position.
void setCustom(std::string filename, size_t frame, size_t group=0);
//get pointer to image from specific group, nullptr if not found
IImage * getImage(size_t frame, size_t group=0, bool verbose=true) const;
//all available frames
void load ();
void unload();
//all frames from group
void loadGroup (size_t group);
void unloadGroup(size_t group);
//single image
void load (size_t frame, size_t group=0);
void unload(size_t frame, size_t group=0);
//total count of frames in group (including not loaded)
size_t size(size_t group=0) const;
};
const float DEFAULT_DELTA = 0.05f;
class CFadeAnimation
{
public:
enum class EMode
{
NONE, IN, OUT
};
private:
float delta;
SDL_Surface * fadingSurface;
bool fading;
float fadingCounter;
bool shouldFreeSurface;
float initialCounter() const;
bool isFinished() const;
public:
EMode fadingMode;
CFadeAnimation();
~CFadeAnimation();
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void init(EMode mode, SDL_Surface * sourceSurface, bool freeSurfaceAtEnd = false, float animDelta = DEFAULT_DELTA);
void update();
void draw(SDL_Surface * targetSurface, const SDL_Rect * sourceRect, SDL_Rect * destRect);
bool isFading() const { return fading; }
};