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https://github.com/vcmi/vcmi.git
synced 2025-01-26 03:52:01 +02:00
Use CAnimation for battle creature animation
This commit is contained in:
parent
78b86224a0
commit
05bb8b13e9
@ -10,14 +10,10 @@
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#include "StdInc.h"
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#include "CCreatureAnimation.h"
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#include "../../lib/vcmi_endian.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/filesystem/Filesystem.h"
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#include "../../lib/filesystem/CBinaryReader.h"
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#include "../../lib/filesystem/CMemoryStream.h"
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#include "../gui/SDL_Pixels.h"
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#include "../gui/SDL_Extensions.h"
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static const SDL_Color creatureBlueBorder = { 0, 255, 255, 255 };
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static const SDL_Color creatureGoldBorder = { 255, 255, 0, 255 };
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@ -143,59 +139,40 @@ void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
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}
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CCreatureAnimation::CCreatureAnimation(std::string name, TSpeedController controller)
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: defName(name),
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speed(0.1),
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currentFrame(0),
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elapsedTime(0),
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: speed(0.1),
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currentFrame(0),
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elapsedTime(0),
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type(CCreatureAnim::HOLDING),
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border(CSDL_Ext::makeColor(0, 0, 0, 0)),
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speedController(controller),
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once(false)
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speedController(controller),
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once(false)
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{
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// separate block to avoid accidental use of "data" after it was moved into "pixelData"
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forward = std::make_shared<CAnimation>(name);
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reverse = std::make_shared<CAnimation>(name);
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//todo: optimize
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forward->preload();
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reverse->preload();
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reverse->verticalFlip();
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//TODO: get dimensions form CAnimation
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IImage * first = forward->getImage(0, type, true);
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if(!first)
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{
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ResourceID resID(std::string("SPRITES/") + name, EResType::ANIMATION);
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auto data = CResourceHandler::get()->load(resID)->readAll();
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pixelData = std::move(data.first);
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pixelDataSize = data.second;
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}
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CMemoryStream stm(pixelData.get(), pixelDataSize);
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CBinaryReader reader(&stm);
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reader.readInt32(); // def type, unused
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fullWidth = reader.readInt32();
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fullHeight = reader.readInt32();
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int totalBlocks = reader.readInt32();
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for (auto & elem : palette)
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{
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elem.r = reader.readUInt8();
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elem.g = reader.readUInt8();
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elem.b = reader.readUInt8();
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elem.a = SDL_ALPHA_OPAQUE;
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}
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for (int i=0; i<totalBlocks; i++)
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{
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int groupID = reader.readInt32();
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int totalInBlock = reader.readInt32();
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reader.skip(4 + 4 + 13 * totalInBlock); // some unused data
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for (int j=0; j<totalInBlock; j++)
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dataOffsets[groupID].push_back(reader.readUInt32());
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fullWidth = 0;
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fullHeight = 0;
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return;
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}
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fullWidth = first->width();
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fullHeight = first->height();
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// if necessary, add one frame into vcmi-only group DEAD
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if (dataOffsets.count(CCreatureAnim::DEAD) == 0)
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dataOffsets[CCreatureAnim::DEAD].push_back(dataOffsets[CCreatureAnim::DEATH].back());
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if(forward->size(CCreatureAnim::DEAD) == 0)
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{
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forward->duplicateImage(CCreatureAnim::DEATH, forward->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
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reverse->duplicateImage(CCreatureAnim::DEATH, reverse->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
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}
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play();
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}
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@ -285,142 +262,38 @@ static SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
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);
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}
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std::array<SDL_Color, 8> CCreatureAnimation::genSpecialPalette()
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void CCreatureAnimation::genBorderPalette(IImage::BorderPallete & target)
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{
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std::array<SDL_Color, 8> ret;
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ret[0] = genShadow(0);
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ret[1] = genShadow(64);
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ret[2] = genShadow(128);//unused
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ret[3] = genShadow(128);//unused
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ret[4] = genShadow(128);
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ret[5] = genBorderColor(getBorderStrength(elapsedTime), border);
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ret[6] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
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ret[7] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
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return ret;
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target[0] = genBorderColor(getBorderStrength(elapsedTime), border);
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target[1] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
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target[2] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
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}
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template<int bpp>
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void CCreatureAnimation::nextFrameT(SDL_Surface * dest, bool rotate)
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{
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assert(dataOffsets.count(type) && dataOffsets.at(type).size() > size_t(currentFrame));
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ui32 offset = dataOffsets.at(type).at(floor(currentFrame));
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CMemoryStream stm(pixelData.get(), pixelDataSize);
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CBinaryReader reader(&stm);
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reader.getStream()->seek(offset);
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reader.readUInt32(); // unused, size of pixel data for this frame
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const ui32 defType2 = reader.readUInt32();
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const ui32 fullWidth = reader.readUInt32();
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/*const ui32 fullHeight =*/ reader.readUInt32();
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const ui32 spriteWidth = reader.readUInt32();
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const ui32 spriteHeight = reader.readUInt32();
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const int leftMargin = reader.readInt32();
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const int topMargin = reader.readInt32();
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const int rightMargin = fullWidth - spriteWidth - leftMargin;
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//const int bottomMargin = fullHeight - spriteHeight - topMargin;
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const size_t baseOffset = reader.getStream()->tell();
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assert(defType2 == 1);
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UNUSED(defType2);
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auto specialPalette = genSpecialPalette();
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for (ui32 i=0; i<spriteHeight; i++)
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{
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//NOTE: if this loop will be optimized to skip empty lines - recheck this read access
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ui8 * lineData = pixelData.get() + baseOffset + reader.readUInt32();
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size_t destX = pos.x;
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if (rotate)
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destX += rightMargin + spriteWidth - 1;
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else
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destX += leftMargin;
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size_t destY = pos.y + topMargin + i;
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size_t currentOffset = 0;
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size_t totalRowLength = 0;
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while (totalRowLength < spriteWidth)
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{
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ui8 type = lineData[currentOffset++];
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ui32 length = lineData[currentOffset++] + 1;
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if (type==0xFF)//Raw data
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{
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for (size_t j=0; j<length; j++)
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putPixelAt<bpp>(dest, destX + (rotate?(-j):(j)), destY, lineData[currentOffset + j], specialPalette);
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currentOffset += length;
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}
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else// RLE
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{
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if (type != 0) // transparency row, handle it here for speed
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{
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for (size_t j=0; j<length; j++)
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putPixelAt<bpp>(dest, destX + (rotate?(-j):(j)), destY, type, specialPalette);
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}
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}
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destX += rotate ? (-length) : (length);
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totalRowLength += length;
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}
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}
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}
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void CCreatureAnimation::nextFrame(SDL_Surface *dest, bool attacker)
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{
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// Note: please notice that attacker value is inversed when passed further.
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// This is intended behavior because "attacker" actually does not needs rotation
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switch(dest->format->BytesPerPixel)
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{
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case 2: return nextFrameT<2>(dest, !attacker);
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case 3: return nextFrameT<3>(dest, !attacker);
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case 4: return nextFrameT<4>(dest, !attacker);
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default:
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logGlobal->error("%d bpp is not supported!", (int)dest->format->BitsPerPixel);
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}
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size_t frame = floor(currentFrame);
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IImage * image = nullptr;
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if(attacker)
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image = forward->getImage(frame, type);
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else
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image = reverse->getImage(frame, type);
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IImage::BorderPallete borderPallete;
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genBorderPalette(borderPallete);
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image->setBorderPallete(borderPallete);
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image->draw(dest, pos.x, pos.y);
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}
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int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
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{
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if(dataOffsets.count(group) == 0)
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return 0;
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return dataOffsets.at(group).size();
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}
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ui8 * CCreatureAnimation::getPixelAddr(SDL_Surface * dest, int X, int Y) const
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{
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return (ui8*)dest->pixels + X * dest->format->BytesPerPixel + Y * dest->pitch;
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}
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template<int bpp>
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inline void CCreatureAnimation::putPixelAt(SDL_Surface * dest, int X, int Y, size_t index, const std::array<SDL_Color, 8> & special) const
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{
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if ( X < pos.x + pos.w && Y < pos.y + pos.h && X >= 0 && Y >= 0)
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putPixel<bpp>(getPixelAddr(dest, X, Y), palette[index], index, special);
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}
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template<int bpp>
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inline void CCreatureAnimation::putPixel(ui8 * dest, const SDL_Color & color, size_t index, const std::array<SDL_Color, 8> & special) const
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{
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if((index <= 1) || (index >=4 && index < 8))
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{
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const SDL_Color & pal = special[index];
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ColorPutter<bpp, 0>::PutColor(dest, pal.r, pal.g, pal.b, pal.a);
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}
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else
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{
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ColorPutter<bpp, 0>::PutColor(dest, color.r, color.g, color.b);
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}
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return forward->size(group);
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}
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bool CCreatureAnimation::isDead() const
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@ -10,8 +10,8 @@
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#pragma once
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#include "../../lib/FunctionList.h"
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#include "../gui/SDL_Extensions.h"
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#include "../widgets/Images.h"
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#include "../gui/CAnimation.h"
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class CIntObject;
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class CCreatureAnimation;
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@ -52,21 +52,11 @@ public:
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typedef std::function<float(CCreatureAnimation *, size_t)> TSpeedController;
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private:
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std::string defName;
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std::shared_ptr<CAnimation> forward;
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std::shared_ptr<CAnimation> reverse;
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int fullWidth, fullHeight;
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// palette, as read from def file
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std::array<SDL_Color, 256> palette;
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//key = id of group (note that some groups may be missing)
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//value = offset of pixel data for each frame, vector size = number of frames in group
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std::map<int, std::vector<unsigned int>> dataOffsets;
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//animation raw data
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//TODO: use vector instead?
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std::unique_ptr<ui8[]> pixelData;
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size_t pixelDataSize;
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int fullWidth;
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int fullHeight;
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// speed of animation, measure in frames per second
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float speed;
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@ -85,21 +75,10 @@ private:
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bool once; // animation will be played once and the reset to idling
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ui8 * getPixelAddr(SDL_Surface * dest, int ftcpX, int ftcpY) const;
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template<int bpp>
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void putPixelAt(SDL_Surface * dest, int X, int Y, size_t index, const std::array<SDL_Color, 8> & special) const;
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template<int bpp>
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void putPixel( ui8 * dest, const SDL_Color & color, size_t index, const std::array<SDL_Color, 8> & special) const;
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template<int bpp>
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void nextFrameT(SDL_Surface * dest, bool rotate);
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void endAnimation();
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/// creates 8 special colors for current frame
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std::array<SDL_Color, 8> genSpecialPalette();
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void genBorderPalette(IImage::BorderPallete & target);
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public:
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// function(s) that will be called when animation ends, after reset to 1st frame
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@ -118,7 +97,7 @@ public:
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void setType(CCreatureAnim::EAnimType type); //sets type of animation and cleares framecount
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CCreatureAnim::EAnimType getType() const; //returns type of animation
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void nextFrame(SDL_Surface * dest, bool rotate);
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void nextFrame(SDL_Surface * dest, bool attacker);
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// should be called every frame, return true when animation was reset to beginning
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bool incrementFrame(float timePassed);
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@ -100,6 +100,8 @@ public:
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void shiftPalette(int from, int howMany) override;
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void setBorderPallete(const BorderPallete & borderPallete) override;
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friend class SDLImageLoader;
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};
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@ -157,6 +159,7 @@ public:
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void verticalFlip() override;
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void shiftPalette(int from, int howMany) override;
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void setBorderPallete(const BorderPallete & borderPallete) override;
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friend class CompImageLoader;
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};
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@ -985,6 +988,15 @@ void SDLImage::shiftPalette(int from, int howMany)
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}
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}
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void SDLImage::setBorderPallete(const IImage::BorderPallete & borderPallete)
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{
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if(surf->format->palette)
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{
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SDL_SetColors(surf, const_cast<SDL_Color *>(borderPallete.data()), 5, 3);
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}
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}
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SDLImage::~SDLImage()
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{
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SDL_FreeSurface(surf);
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@ -1238,22 +1250,27 @@ CompImage::~CompImage()
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void CompImage::horizontalFlip()
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{
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logAnim->error("CompImage::horizontalFlip is not implemented");
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logAnim->error("%s is not implemented", BOOST_CURRENT_FUNCTION);
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}
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void CompImage::verticalFlip()
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{
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logAnim->error("CompImage::verticalFlip is not implemented");
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logAnim->error("%s is not implemented", BOOST_CURRENT_FUNCTION);
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}
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void CompImage::shiftPalette(int from, int howMany)
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{
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logAnim->error("CompImage::shiftPalette is not implemented");
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logAnim->error("%s is not implemented", BOOST_CURRENT_FUNCTION);
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}
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void CompImage::exportBitmap(const boost::filesystem::path& path) const
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void CompImage::setBorderPallete(const IImage::BorderPallete & borderPallete)
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{
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logAnim->error("CompImage::exportBitmap is not implemented");
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logAnim->error("%s is not implemented", BOOST_CURRENT_FUNCTION);
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}
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void CompImage::exportBitmap(const boost::filesystem::path & path) const
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{
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logAnim->error("%s is not implemented", BOOST_CURRENT_FUNCTION);
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}
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@ -24,6 +24,7 @@ class IImage
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{
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int refCount;
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public:
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using BorderPallete = std::array<SDL_Color, 3>;
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//draws image on surface "where" at position
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virtual void draw(SDL_Surface * where, int posX = 0, int posY = 0, Rect * src = nullptr, ui8 alpha = 255) const=0;
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@ -49,6 +50,9 @@ public:
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//only indexed bitmaps, 16 colors maximum
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virtual void shiftPalette(int from, int howMany) = 0;
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//only indexed bitmaps, colors 5,6,7 must be special
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virtual void setBorderPallete(const BorderPallete & borderPallete) = 0;
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virtual void horizontalFlip() = 0;
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virtual void verticalFlip() = 0;
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