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vcmi/client/render/CAnimation.h

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/*
* 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
*
*/
#pragma once
#include "../../lib/GameConstants.h"
#include "../../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class JsonNode;
VCMI_LIB_NAMESPACE_END
class CDefFile;
class IImage;
class RenderHandler;
/// 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, std::shared_ptr<IImage> > > images;
//animation file name
AnimationPath name;
//loader, will be called by load(), require opened def file for loading from it. Returns true if image is loaded
bool loadFrame(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);
//to get rid of copy-pasting error message :]
void printError(size_t frame, size_t group, std::string type) const;
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std::shared_ptr<IImage> getImageImpl(size_t frame, size_t group=0, bool verbose=true);
public:
CAnimation(const AnimationPath & Name, std::map<size_t, std::vector <JsonNode> > layout);
CAnimation();
~CAnimation();
//duplicates frame at [sourceGroup, sourceFrame] as last frame in targetGroup
//and loads it if animation is preloaded
void duplicateImage(const size_t sourceGroup, const size_t sourceFrame, const size_t targetGroup);
//add custom surface to the selected position.
void setCustom(std::string filename, size_t frame, size_t group=0);
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std::shared_ptr<IImage> getImage(size_t frame, size_t group=0, bool verbose=true);
void exportBitmaps(const boost::filesystem::path & path) const;
//total count of frames in group (including not loaded)
size_t size(size_t group=0) const;
void horizontalFlip(size_t frame, size_t group=0);
void verticalFlip(size_t frame, size_t group=0);
void horizontalFlip();
void verticalFlip();
void playerColored(PlayerColor player);
void createFlippedGroup(const size_t sourceGroup, const size_t targetGroup);
};