mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Merge pull request #1515 from IvanSavenko/time_based_animations
Time based animations
This commit is contained in:
commit
0ba74fea73
@ -21,6 +21,14 @@
|
||||
extern CGuiHandler GH; //global gui handler
|
||||
|
||||
#ifndef DISABLE_VIDEO
|
||||
|
||||
extern "C" {
|
||||
#include <libavformat/avformat.h>
|
||||
#include <libavcodec/avcodec.h>
|
||||
#include <libavutil/imgutils.h>
|
||||
#include <libswscale/swscale.h>
|
||||
}
|
||||
|
||||
//reads events and returns true on key down
|
||||
static bool keyDown()
|
||||
{
|
||||
@ -59,22 +67,20 @@ static si64 lodSeek(void * opaque, si64 pos, int whence)
|
||||
}
|
||||
|
||||
CVideoPlayer::CVideoPlayer()
|
||||
{
|
||||
stream = -1;
|
||||
format = nullptr;
|
||||
codecContext = nullptr;
|
||||
codec = nullptr;
|
||||
frame = nullptr;
|
||||
sws = nullptr;
|
||||
context = nullptr;
|
||||
texture = nullptr;
|
||||
dest = nullptr;
|
||||
destRect = CSDL_Ext::genRect(0,0,0,0);
|
||||
pos = CSDL_Ext::genRect(0,0,0,0);
|
||||
refreshWait = 0;
|
||||
refreshCount = 0;
|
||||
doLoop = false;
|
||||
}
|
||||
: stream(-1)
|
||||
, format (nullptr)
|
||||
, codecContext(nullptr)
|
||||
, codec(nullptr)
|
||||
, frame(nullptr)
|
||||
, sws(nullptr)
|
||||
, context(nullptr)
|
||||
, texture(nullptr)
|
||||
, dest(nullptr)
|
||||
, destRect(0,0,0,0)
|
||||
, pos(0,0,0,0)
|
||||
, frameTime(0)
|
||||
, doLoop(false)
|
||||
{}
|
||||
|
||||
bool CVideoPlayer::open(std::string fname, bool scale)
|
||||
{
|
||||
@ -88,9 +94,8 @@ bool CVideoPlayer::open(std::string fname, bool loop, bool useOverlay, bool scal
|
||||
close();
|
||||
|
||||
this->fname = fname;
|
||||
refreshWait = 3;
|
||||
refreshCount = -1;
|
||||
doLoop = loop;
|
||||
frameTime = 0;
|
||||
|
||||
ResourceID resource(std::string("Video/") + fname, EResType::VIDEO);
|
||||
|
||||
@ -257,6 +262,7 @@ bool CVideoPlayer::nextFrame()
|
||||
if (doLoop && !gotError)
|
||||
{
|
||||
// Rewind
|
||||
frameTime = 0;
|
||||
if (av_seek_frame(format, stream, 0, AVSEEK_FLAG_BYTE) < 0)
|
||||
break;
|
||||
gotError = true;
|
||||
@ -357,9 +363,11 @@ void CVideoPlayer::update( int x, int y, SDL_Surface *dst, bool forceRedraw, boo
|
||||
if (sws == nullptr)
|
||||
return;
|
||||
|
||||
if (refreshCount <= 0)
|
||||
double frameEndTime = (frame->pts + frame->pkt_duration) * av_q2d(format->streams[stream]->time_base);
|
||||
frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.0;
|
||||
|
||||
if (frameTime >= frameEndTime )
|
||||
{
|
||||
refreshCount = refreshWait;
|
||||
if (nextFrame())
|
||||
show(x,y,dst,update);
|
||||
else
|
||||
@ -377,8 +385,6 @@ void CVideoPlayer::update( int x, int y, SDL_Surface *dst, bool forceRedraw, boo
|
||||
{
|
||||
redraw(x, y, dst, update);
|
||||
}
|
||||
|
||||
refreshCount --;
|
||||
}
|
||||
|
||||
void CVideoPlayer::close()
|
||||
|
@ -56,39 +56,11 @@ public:
|
||||
|
||||
#include "../lib/filesystem/CInputStream.h"
|
||||
|
||||
extern "C" {
|
||||
#include <libavformat/avformat.h>
|
||||
#include <libavcodec/avcodec.h>
|
||||
#include <libavutil/imgutils.h>
|
||||
#include <libswscale/swscale.h>
|
||||
}
|
||||
|
||||
//compatibility for libav 9.18 in ubuntu 14.04, 52.66.100 is ffmpeg 2.2.3
|
||||
#if (LIBAVUTIL_VERSION_INT < AV_VERSION_INT(52, 66, 100))
|
||||
inline AVFrame * av_frame_alloc()
|
||||
{
|
||||
return avcodec_alloc_frame();
|
||||
}
|
||||
|
||||
inline void av_frame_free(AVFrame ** frame)
|
||||
{
|
||||
av_free(*frame);
|
||||
*frame = nullptr;
|
||||
}
|
||||
#endif // VCMI_USE_OLD_AVUTIL
|
||||
|
||||
//fix for travis-ci
|
||||
#if (LIBAVUTIL_VERSION_INT < AV_VERSION_INT(52, 0, 0))
|
||||
#define AVPixelFormat PixelFormat
|
||||
#define AV_PIX_FMT_NONE PIX_FMT_NONE
|
||||
#define AV_PIX_FMT_YUV420P PIX_FMT_YUV420P
|
||||
#define AV_PIX_FMT_BGR565 PIX_FMT_BGR565
|
||||
#define AV_PIX_FMT_BGR24 PIX_FMT_BGR24
|
||||
#define AV_PIX_FMT_BGR32 PIX_FMT_BGR32
|
||||
#define AV_PIX_FMT_RGB565 PIX_FMT_RGB565
|
||||
#define AV_PIX_FMT_RGB24 PIX_FMT_RGB24
|
||||
#define AV_PIX_FMT_RGB32 PIX_FMT_RGB32
|
||||
#endif
|
||||
struct AVFormatContext;
|
||||
struct AVCodecContext;
|
||||
struct AVCodec;
|
||||
struct AVFrame;
|
||||
struct AVIOContext;
|
||||
|
||||
class CVideoPlayer : public IMainVideoPlayer
|
||||
{
|
||||
@ -108,8 +80,8 @@ class CVideoPlayer : public IMainVideoPlayer
|
||||
Rect destRect; // valid when dest is used
|
||||
Rect pos; // destination on screen
|
||||
|
||||
int refreshWait; // Wait several refresh before updating the image
|
||||
int refreshCount;
|
||||
/// video playback currnet progress, in seconds
|
||||
double frameTime;
|
||||
bool doLoop; // loop through video
|
||||
|
||||
bool playVideo(int x, int y, bool stopOnKey);
|
||||
@ -141,4 +113,3 @@ public:
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -364,7 +364,7 @@ bool MovementAnimation::init()
|
||||
Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack);
|
||||
Point endPosition = owner.stacksController->getStackPositionAtHex(nextHex, stack);
|
||||
|
||||
timeToMove = AnimationControls::getMovementDuration(stack->getCreature());
|
||||
progressPerSecond = AnimationControls::getMovementDistance(stack->getCreature());
|
||||
|
||||
begX = begPosition.x;
|
||||
begY = begPosition.y;
|
||||
@ -375,8 +375,7 @@ bool MovementAnimation::init()
|
||||
if (stack->hasBonus(Selector::type()(Bonus::FLYING)))
|
||||
{
|
||||
float distance = static_cast<float>(sqrt(distanceX * distanceX + distanceY * distanceY));
|
||||
|
||||
timeToMove *= AnimationControls::getFlightDistance(stack->getCreature()) / distance;
|
||||
progressPerSecond = AnimationControls::getFlightDistance(stack->getCreature()) / distance;
|
||||
}
|
||||
|
||||
return true;
|
||||
@ -384,7 +383,7 @@ bool MovementAnimation::init()
|
||||
|
||||
void MovementAnimation::nextFrame()
|
||||
{
|
||||
progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * timeToMove;
|
||||
progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * progressPerSecond;
|
||||
|
||||
//moving instructions
|
||||
myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
|
||||
@ -432,7 +431,7 @@ MovementAnimation::MovementAnimation(BattleInterface & owner, const CStack *stac
|
||||
curentMoveIndex(0),
|
||||
begX(0), begY(0),
|
||||
distanceX(0), distanceY(0),
|
||||
timeToMove(0.0),
|
||||
progressPerSecond(0.0),
|
||||
progress(0.0)
|
||||
{
|
||||
logAnim->debug("Created MovementAnimation for %s", stack->getName());
|
||||
|
@ -147,8 +147,11 @@ private:
|
||||
double begX, begY; // starting position
|
||||
double distanceX, distanceY; // full movement distance, may be negative if creture moves topleft
|
||||
|
||||
double timeToMove; // full length of movement animation
|
||||
double progress; // range 0 -> 1, indicates move progrees. 0 = movement starts, 1 = move ends
|
||||
/// progress gain per second
|
||||
double progressPerSecond;
|
||||
|
||||
/// range 0 -> 1, indicates move progrees. 0 = movement starts, 1 = move ends
|
||||
double progress;
|
||||
|
||||
public:
|
||||
bool init() override;
|
||||
|
@ -520,16 +520,16 @@ void BattleInterface::displaySpellHit(const CSpell * spell, BattleHex destinatio
|
||||
|
||||
void BattleInterface::setAnimSpeed(int set)
|
||||
{
|
||||
Settings speed = settings.write["battle"]["animationSpeed"];
|
||||
speed->Float() = float(set) / 100;
|
||||
Settings speed = settings.write["battle"]["speedFactor"];
|
||||
speed->Float() = float(set);
|
||||
}
|
||||
|
||||
int BattleInterface::getAnimSpeed() const
|
||||
{
|
||||
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
|
||||
return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
|
||||
return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float()));
|
||||
|
||||
return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
|
||||
return static_cast<int>(vstd::round(settings["battle"]["speedFactor"].Float()));
|
||||
}
|
||||
|
||||
CPlayerInterface *BattleInterface::getCurrentPlayerInterface() const
|
||||
|
@ -221,8 +221,10 @@ void BattleHero::render(Canvas & canvas)
|
||||
canvas.draw(flagFrame, flagPosition);
|
||||
canvas.draw(heroFrame, heroPosition);
|
||||
|
||||
flagCurrentFrame += currentSpeed;
|
||||
currentFrame += currentSpeed;
|
||||
float timePassed = float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000.f;
|
||||
|
||||
flagCurrentFrame += currentSpeed * timePassed;
|
||||
currentFrame += currentSpeed * timePassed;
|
||||
|
||||
if(flagCurrentFrame >= flagAnimation->size(0))
|
||||
flagCurrentFrame -= flagAnimation->size(0);
|
||||
@ -241,8 +243,8 @@ void BattleHero::pause()
|
||||
|
||||
void BattleHero::play()
|
||||
{
|
||||
//FIXME: un-hardcode speed
|
||||
currentSpeed = 0.25f;
|
||||
//H3 speed: 10 fps ( 100 ms per frame)
|
||||
currentSpeed = 10.f;
|
||||
}
|
||||
|
||||
float BattleHero::getFrame() const
|
||||
@ -441,13 +443,13 @@ BattleOptionsWindow::BattleOptionsWindow(BattleInterface & owner):
|
||||
|
||||
std::shared_ptr<CToggleButton> toggle;
|
||||
toggle = std::make_shared<CToggleButton>(Point( 28, 225), "sysopb9.def", CGI->generaltexth->zelp[422]);
|
||||
animSpeeds->addToggle(40, toggle);
|
||||
animSpeeds->addToggle(1, toggle);
|
||||
|
||||
toggle = std::make_shared<CToggleButton>(Point( 92, 225), "sysob10.def", CGI->generaltexth->zelp[423]);
|
||||
animSpeeds->addToggle(63, toggle);
|
||||
animSpeeds->addToggle(2, toggle);
|
||||
|
||||
toggle = std::make_shared<CToggleButton>(Point(156, 225), "sysob11.def", CGI->generaltexth->zelp[424]);
|
||||
animSpeeds->addToggle(100, toggle);
|
||||
animSpeeds->addToggle(3, toggle);
|
||||
|
||||
animSpeeds->setSelected(owner.getAnimSpeed());
|
||||
|
||||
|
@ -77,7 +77,11 @@ void ProjectileAnimatedMissile::show(Canvas & canvas)
|
||||
|
||||
void ProjectileCatapult::show(Canvas & canvas)
|
||||
{
|
||||
auto image = animation->getImage(frameNum, 0, true);
|
||||
frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
|
||||
int frameCounter = std::floor(frameProgress);
|
||||
int frameIndex = (frameCounter + 1) % animation->size(0);
|
||||
|
||||
auto image = animation->getImage(frameIndex, 0, true);
|
||||
|
||||
if(image)
|
||||
{
|
||||
@ -86,8 +90,6 @@ void ProjectileCatapult::show(Canvas & canvas)
|
||||
Point pos(posX, posY);
|
||||
|
||||
canvas.draw(image, pos);
|
||||
|
||||
frameNum = (frameNum + 1) % animation->size(0);
|
||||
}
|
||||
|
||||
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
@ -289,13 +291,13 @@ void BattleProjectileController::createCatapultProjectile(const CStack * shooter
|
||||
auto catapultProjectile = new ProjectileCatapult();
|
||||
|
||||
catapultProjectile->animation = getProjectileImage(shooter);
|
||||
catapultProjectile->frameNum = 0;
|
||||
catapultProjectile->progress = 0;
|
||||
catapultProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
|
||||
catapultProjectile->from = from;
|
||||
catapultProjectile->dest = dest;
|
||||
catapultProjectile->shooterID = shooter->ID;
|
||||
catapultProjectile->playing = false;
|
||||
catapultProjectile->frameProgress = 0.f;
|
||||
|
||||
projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
|
||||
}
|
||||
@ -316,6 +318,7 @@ void BattleProjectileController::createProjectile(const CStack * shooter, Point
|
||||
projectile.reset(rayProjectile);
|
||||
|
||||
rayProjectile->rayConfig = shooterInfo.animation.projectileRay;
|
||||
rayProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getRayProjectileSpeed());
|
||||
}
|
||||
else if (stackUsesMissileProjectile(shooter))
|
||||
{
|
||||
@ -323,11 +326,12 @@ void BattleProjectileController::createProjectile(const CStack * shooter, Point
|
||||
projectile.reset(missileProjectile);
|
||||
|
||||
missileProjectile->animation = getProjectileImage(shooter);
|
||||
missileProjectile->reverse = !owner.stacksController->facingRight(shooter);
|
||||
missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
|
||||
missileProjectile->reverse = !owner.stacksController->facingRight(shooter);
|
||||
missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
|
||||
missileProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
|
||||
}
|
||||
|
||||
projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
|
||||
|
||||
projectile->from = from;
|
||||
projectile->dest = dest;
|
||||
projectile->shooterID = shooter->ID;
|
||||
|
@ -61,7 +61,7 @@ struct ProjectileCatapult : ProjectileBase
|
||||
void show(Canvas & canvas) override;
|
||||
|
||||
std::shared_ptr<CAnimation> animation;
|
||||
int frameNum; // frame to display from projectile animation
|
||||
float frameProgress;
|
||||
};
|
||||
|
||||
/// Projectile for mages/evil eye - render ray expanding from origin position to destination
|
||||
|
@ -47,6 +47,15 @@ std::shared_ptr<CreatureAnimation> AnimationControls::getAnimation(const CCreatu
|
||||
return std::make_shared<CreatureAnimation>(creature->animDefName, func);
|
||||
}
|
||||
|
||||
float AnimationControls::getAnimationSpeedFactor()
|
||||
{
|
||||
// according to testing, H3 ratios between slow/medium/fast might actually be 36/60/100 (x1.666)
|
||||
// exact value is hard to tell due to large rounding errors
|
||||
// however we will assume them to be 33/66/100 since these values are better for standard 60 fps displays:
|
||||
// with these numbers, base frame display duration will be 100/66/33 ms - exactly 6/4/2 frames
|
||||
return settings["battle"]["speedFactor"].Float();
|
||||
}
|
||||
|
||||
float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType type)
|
||||
{
|
||||
assert(creature->animation.walkAnimationTime != 0);
|
||||
@ -56,20 +65,23 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
|
||||
// possible new fields for creature format:
|
||||
//split "Attack time" into "Shoot Time" and "Cast Time"
|
||||
|
||||
// a lot of arbitrary multipliers, mostly to make animation speed closer to H3
|
||||
const float baseSpeed = 0.1f;
|
||||
const float speedMult = static_cast<float>(settings["battle"]["animationSpeed"].Float());
|
||||
const float speed = baseSpeed / speedMult;
|
||||
// base speed for all H3 animations on slow speed is 10 frames per second (or 100ms per frame)
|
||||
const float baseSpeed = 10.f;
|
||||
const float speed = baseSpeed * getAnimationSpeedFactor();
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case ECreatureAnimType::MOVING:
|
||||
return static_cast<float>(speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type));
|
||||
return speed / creature->animation.walkAnimationTime;
|
||||
|
||||
case ECreatureAnimType::MOUSEON:
|
||||
return baseSpeed;
|
||||
|
||||
case ECreatureAnimType::HOLDING:
|
||||
return static_cast<float>(baseSpeed * creature->animation.idleAnimationTime / anim->framesInGroup(type));
|
||||
if ( creature->animation.idleAnimationTime > 0.01)
|
||||
return speed / creature->animation.idleAnimationTime;
|
||||
else
|
||||
return 0.f; // this animation is disabled for current creature
|
||||
|
||||
case ECreatureAnimType::SHOOT_UP:
|
||||
case ECreatureAnimType::SHOOT_FRONT:
|
||||
@ -80,7 +92,7 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
|
||||
case ECreatureAnimType::CAST_DOWN:
|
||||
case ECreatureAnimType::CAST_FRONT:
|
||||
case ECreatureAnimType::CAST_UP:
|
||||
return static_cast<float>(speed * 4 * creature->animation.attackAnimationTime / anim->framesInGroup(type));
|
||||
return speed / creature->animation.attackAnimationTime;
|
||||
|
||||
// as strange as it looks like "attackAnimationTime" does not affects melee attacks
|
||||
// necessary because length of these animations must be same for all creatures for synchronization
|
||||
@ -95,15 +107,15 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
|
||||
case ECreatureAnimType::GROUP_ATTACK_DOWN:
|
||||
case ECreatureAnimType::GROUP_ATTACK_FRONT:
|
||||
case ECreatureAnimType::GROUP_ATTACK_UP:
|
||||
return speed * 3 / anim->framesInGroup(type);
|
||||
return speed;
|
||||
|
||||
case ECreatureAnimType::TURN_L:
|
||||
case ECreatureAnimType::TURN_R:
|
||||
return speed / 3;
|
||||
return speed;
|
||||
|
||||
case ECreatureAnimType::MOVE_START:
|
||||
case ECreatureAnimType::MOVE_END:
|
||||
return speed / 3;
|
||||
return speed;
|
||||
|
||||
case ECreatureAnimType::DEAD:
|
||||
case ECreatureAnimType::DEAD_RANGED:
|
||||
@ -116,37 +128,51 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
|
||||
|
||||
float AnimationControls::getProjectileSpeed()
|
||||
{
|
||||
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4000);
|
||||
// H3 speed: 1250/2500/3750 pixels per second
|
||||
return static_cast<float>(getAnimationSpeedFactor() * 1250);
|
||||
}
|
||||
|
||||
float AnimationControls::getRayProjectileSpeed()
|
||||
{
|
||||
// H3 speed: 4000/8000/12000 pixels per second
|
||||
return static_cast<float>(getAnimationSpeedFactor() * 4000);
|
||||
}
|
||||
|
||||
float AnimationControls::getCatapultSpeed()
|
||||
{
|
||||
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 1000);
|
||||
// H3 speed: 200/400/600 pixels per second
|
||||
return static_cast<float>(getAnimationSpeedFactor() * 200);
|
||||
}
|
||||
|
||||
float AnimationControls::getSpellEffectSpeed()
|
||||
{
|
||||
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 30);
|
||||
// H3 speed: 10/20/30 frames per second
|
||||
return static_cast<float>(getAnimationSpeedFactor() * 10);
|
||||
}
|
||||
|
||||
float AnimationControls::getMovementDuration(const CCreature * creature)
|
||||
float AnimationControls::getMovementDistance(const CCreature * creature)
|
||||
{
|
||||
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime);
|
||||
// H3 speed: 2/4/6 tiles per second
|
||||
return static_cast<float>( 2.0 * getAnimationSpeedFactor() / creature->animation.walkAnimationTime);
|
||||
}
|
||||
|
||||
float AnimationControls::getFlightDistance(const CCreature * creature)
|
||||
{
|
||||
return static_cast<float>(creature->animation.flightAnimationDistance * 200);
|
||||
// Note: for whatever reason, H3 uses "Walk Animation Time" here, even though "Flight Animation Distance" also exists
|
||||
// H3 speed: 250/500/750 pixels per second
|
||||
return static_cast<float>( 250.0 * getAnimationSpeedFactor() / creature->animation.walkAnimationTime);
|
||||
}
|
||||
|
||||
float AnimationControls::getFadeInDuration()
|
||||
{
|
||||
return 1.0f / settings["battle"]["animationSpeed"].Float();
|
||||
// H3 speed: 500/250/166 ms
|
||||
return 0.5f / getAnimationSpeedFactor();
|
||||
}
|
||||
|
||||
float AnimationControls::getObstaclesSpeed()
|
||||
{
|
||||
return 10.0;// does not seems to be affected by animaiton speed settings
|
||||
// H3 speed: 20 frames per second, irregardless of speed setting.
|
||||
return 20.f;
|
||||
}
|
||||
|
||||
ECreatureAnimType CreatureAnimation::getType() const
|
||||
@ -407,7 +433,5 @@ void CreatureAnimation::pause()
|
||||
void CreatureAnimation::play()
|
||||
{
|
||||
//logAnim->trace("Play %s group %d at %d:%d", name, static_cast<int>(getType()), pos.x, pos.y);
|
||||
speed = 0;
|
||||
if(speedController(this, type) != 0)
|
||||
speed = 1 / speedController(this, type);
|
||||
speed = speedController(this, type);
|
||||
}
|
||||
|
@ -27,25 +27,32 @@ namespace AnimationControls
|
||||
SDL_Color getGoldBorder();
|
||||
SDL_Color getNoBorder();
|
||||
|
||||
/// returns animation speed factor according to game settings,
|
||||
/// slow speed is considered to be "base speed" and will return 1.0
|
||||
float getAnimationSpeedFactor();
|
||||
|
||||
/// creates animation object with preset speed control
|
||||
std::shared_ptr<CreatureAnimation> getAnimation(const CCreature * creature);
|
||||
|
||||
/// returns animation speed of specific group, taking in mind game setting (in frames per second)
|
||||
float getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType groupID);
|
||||
|
||||
/// returns how far projectile should move per second
|
||||
/// returns how far projectile should move per second, in pixels per second
|
||||
float getProjectileSpeed();
|
||||
|
||||
/// returns speed of catapult projectile, in pixels per second (horizontal axis only)
|
||||
/// returns how far projectile should move per second, in pixels per second
|
||||
float getRayProjectileSpeed();
|
||||
|
||||
/// returns speed of catapult projectile, in pixels per second, on a straight line, without parabola correction
|
||||
float getCatapultSpeed();
|
||||
|
||||
/// returns speed of any spell effects, including any special effects like morale (in frames per second)
|
||||
float getSpellEffectSpeed();
|
||||
|
||||
/// returns duration of full movement animation, in seconds. Needed to move animation on screen
|
||||
float getMovementDuration(const CCreature * creature);
|
||||
/// returns speed of movement animation across the screen, in tiles per second
|
||||
float getMovementDistance(const CCreature * creature);
|
||||
|
||||
/// Returns distance on which flying creatures should during one animation loop
|
||||
/// returns speed of movement animation across the screen, in pixels per seconds
|
||||
float getFlightDistance(const CCreature * creature);
|
||||
|
||||
/// Returns total time for full fade-in effect on newly summoned creatures, in seconds
|
||||
|
@ -263,7 +263,7 @@ void CursorHandler::centerCursor()
|
||||
|
||||
void CursorHandler::updateSpellcastCursor()
|
||||
{
|
||||
static const float frameDisplayDuration = 0.1f;
|
||||
static const float frameDisplayDuration = 0.1f; // H3 uses 100 ms per frame
|
||||
|
||||
frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
size_t newFrame = frame;
|
||||
|
@ -680,7 +680,7 @@ CInfoBar::VisibleDateInfo::VisibleDateInfo()
|
||||
{
|
||||
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
|
||||
|
||||
animation = std::make_shared<CShowableAnim>(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE);
|
||||
animation = std::make_shared<CShowableAnim>(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE, 180);// H3 uses around 175-180 ms per frame
|
||||
|
||||
std::string labelText;
|
||||
if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) == 1 && LOCPLINT->cb->getDate(Date::DAY) != 1) // monday of any week but first - show new week info
|
||||
@ -721,8 +721,8 @@ CInfoBar::VisibleEnemyTurnInfo::VisibleEnemyTurnInfo(PlayerColor player)
|
||||
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
|
||||
background = std::make_shared<CPicture>("ADSTATNX");
|
||||
banner = std::make_shared<CAnimImage>("CREST58", player.getNum(), 0, 20, 51);
|
||||
sand = std::make_shared<CShowableAnim>(99, 51, "HOURSAND");
|
||||
glass = std::make_shared<CShowableAnim>(99, 51, "HOURGLAS", CShowableAnim::PLAY_ONCE, 40);
|
||||
sand = std::make_shared<CShowableAnim>(99, 51, "HOURSAND", 0, 100); // H3 uses around 100 ms per frame
|
||||
glass = std::make_shared<CShowableAnim>(99, 51, "HOURGLAS", CShowableAnim::PLAY_ONCE, 1000); // H3 scales this nicely for AI turn duration, don't have anything like that in vcmi
|
||||
}
|
||||
|
||||
CInfoBar::VisibleGameStatusInfo::VisibleGameStatusInfo()
|
||||
@ -880,7 +880,7 @@ void CInfoBar::showDate()
|
||||
playNewDaySound();
|
||||
state = DATE;
|
||||
visibleInfo = std::make_shared<VisibleDateInfo>();
|
||||
setTimer(3000);
|
||||
setTimer(3000); // confirmed to match H3
|
||||
redraw();
|
||||
}
|
||||
|
||||
|
@ -264,13 +264,13 @@ void CAnimImage::playerColored(PlayerColor currPlayer)
|
||||
anim->getImage(0, group)->playerColored(player);
|
||||
}
|
||||
|
||||
CShowableAnim::CShowableAnim(int x, int y, std::string name, ui8 Flags, ui32 Delay, size_t Group, uint8_t alpha):
|
||||
CShowableAnim::CShowableAnim(int x, int y, std::string name, ui8 Flags, ui32 frameTime, size_t Group, uint8_t alpha):
|
||||
anim(std::make_shared<CAnimation>(name)),
|
||||
group(Group),
|
||||
frame(0),
|
||||
first(0),
|
||||
frameDelay(Delay),
|
||||
value(0),
|
||||
frameTimeTotal(frameTime),
|
||||
frameTimePassed(0),
|
||||
flags(Flags),
|
||||
xOffset(0),
|
||||
yOffset(0),
|
||||
@ -311,7 +311,7 @@ bool CShowableAnim::set(size_t Group, size_t from, size_t to)
|
||||
group = Group;
|
||||
frame = first = from;
|
||||
last = max;
|
||||
value = 0;
|
||||
frameTimePassed = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -328,13 +328,13 @@ bool CShowableAnim::set(size_t Group)
|
||||
group = Group;
|
||||
last = anim->size(Group);
|
||||
}
|
||||
frame = value = 0;
|
||||
frame = 0;
|
||||
frameTimePassed = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
void CShowableAnim::reset()
|
||||
{
|
||||
value = 0;
|
||||
frame = first;
|
||||
|
||||
if (callback)
|
||||
@ -358,9 +358,11 @@ void CShowableAnim::show(SDL_Surface * to)
|
||||
if ((flags & PLAY_ONCE) && frame + 1 == last)
|
||||
return;
|
||||
|
||||
if ( ++value == frameDelay )
|
||||
frameTimePassed += GH.mainFPSmng->getElapsedMilliseconds();
|
||||
|
||||
if(frameTimePassed >= frameTimeTotal)
|
||||
{
|
||||
value = 0;
|
||||
frameTimePassed -= frameTimeTotal;
|
||||
if ( ++frame >= last)
|
||||
reset();
|
||||
}
|
||||
@ -395,7 +397,7 @@ void CShowableAnim::rotate(bool on, bool vertical)
|
||||
}
|
||||
|
||||
CCreatureAnim::CCreatureAnim(int x, int y, std::string name, ui8 flags, ECreatureAnimType type):
|
||||
CShowableAnim(x,y,name,flags,4,size_t(type))
|
||||
CShowableAnim(x, y, name, flags, 100, size_t(type)) // H3 uses 100 ms per frame, irregardless of battle speed settings
|
||||
{
|
||||
xOffset = 0;
|
||||
yOffset = 0;
|
||||
|
@ -130,9 +130,11 @@ protected:
|
||||
|
||||
size_t first, last; //animation range
|
||||
|
||||
//TODO: replace with time delay(needed for battles)
|
||||
ui32 frameDelay;//delay in frames of each image
|
||||
ui32 value;//how many times current frame was showed
|
||||
/// total time on scren for each frame in animation
|
||||
ui32 frameTimeTotal;
|
||||
|
||||
/// how long was current frame visible on screen
|
||||
ui32 frameTimePassed;
|
||||
|
||||
ui8 flags;//Flags from EFlags enum
|
||||
|
||||
@ -151,7 +153,7 @@ public:
|
||||
//Set per-surface alpha, 0 = transparent, 255 = opaque
|
||||
void setAlpha(ui32 alphaValue);
|
||||
|
||||
CShowableAnim(int x, int y, std::string name, ui8 flags=0, ui32 Delay=4, size_t Group=0, uint8_t alpha = UINT8_MAX);
|
||||
CShowableAnim(int x, int y, std::string name, ui8 flags, ui32 frameTime, size_t Group=0, uint8_t alpha = UINT8_MAX);
|
||||
~CShowableAnim();
|
||||
|
||||
//set animation to group or part of group
|
||||
|
@ -47,7 +47,7 @@
|
||||
#include <SDL_events.h>
|
||||
|
||||
CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town, const CStructure * Str)
|
||||
: CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE),
|
||||
: CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE, BUILDING_FRAME_TIME),
|
||||
parent(Par),
|
||||
town(Town),
|
||||
str(Str),
|
||||
|
@ -45,9 +45,11 @@ public:
|
||||
enum EBuildingCreationAnimationPhases : uint32_t
|
||||
{
|
||||
BUILDING_APPEAR_TIMEPOINT = 500, //500 msec building appears: 0->100% transparency
|
||||
BUILDING_WHITE_BORDER_TIMEPOINT = 1000, //500 msec border glows from white to yellow
|
||||
BUILDING_YELLOW_BORDER_TIMEPOINT = 1500, //500 msec border glows from yellow to normal
|
||||
BUILD_ANIMATION_FINISHED_TIMEPOINT = 2500 //1000 msec delay, nothing happens
|
||||
BUILDING_WHITE_BORDER_TIMEPOINT = 900, //400 msec border glows from white to yellow
|
||||
BUILDING_YELLOW_BORDER_TIMEPOINT = 1100, //200 msec border glows from yellow to normal (dark orange)
|
||||
BUILD_ANIMATION_FINISHED_TIMEPOINT = 2100, // 1000msec once border is back to yellow nothing happens (this stage is basically removed by HD Mod)
|
||||
|
||||
BUILDING_FRAME_TIME = 150 // confirmed H3 timing: 150 ms for each building animation frame
|
||||
};
|
||||
|
||||
/// returns building associated with this structure
|
||||
|
@ -85,28 +85,28 @@
|
||||
"time" : 0.0
|
||||
},
|
||||
{
|
||||
"time" : 0.2,
|
||||
"time" : 0.25,
|
||||
"red" : [ 0.5, 0.0, 0.5, 0.4 ],
|
||||
"green" : [ 0.0, 1.0, 0.0, 0.0 ],
|
||||
"blue" : [ 0.0, 0.0, 1.0, 0.0 ],
|
||||
"alpha" : 1.0
|
||||
},
|
||||
{
|
||||
"time" : 0.4,
|
||||
"time" : 0.5,
|
||||
"red" : [ 0.6, 0.6, 0.6, 0.0 ],
|
||||
"green" : [ 0.0, 0.5, 0.0, 0.0 ],
|
||||
"blue" : [ 0.0, 0.0, 0.5, 0.0 ],
|
||||
"alpha" : 1.0
|
||||
},
|
||||
{
|
||||
"time" : 0.6,
|
||||
"time" : 0.75,
|
||||
"red" : [ 0.5, 0.0, 0.5, 0.4 ],
|
||||
"green" : [ 0.0, 1.0, 0.0, 0.0 ],
|
||||
"blue" : [ 0.0, 0.0, 1.0, 0.0 ],
|
||||
"alpha" : 1.0
|
||||
},
|
||||
{
|
||||
"time" : 0.8,
|
||||
"time" : 1.0,
|
||||
},
|
||||
],
|
||||
}
|
||||
|
@ -172,7 +172,7 @@
|
||||
"animationTime": {
|
||||
"type":"object",
|
||||
"additionalProperties" : false,
|
||||
"required" : [ "attack", "flight", "walk", "idle" ],
|
||||
"required" : [ "attack", "walk", "idle" ],
|
||||
"description": "Length of several animations",
|
||||
"properties":{
|
||||
"attack": {
|
||||
@ -183,10 +183,6 @@
|
||||
"type":"number",
|
||||
"description": "idle"
|
||||
},
|
||||
"flight": {
|
||||
"type":"number",
|
||||
"description": "flight"
|
||||
},
|
||||
"walk": {
|
||||
"type":"number",
|
||||
"description": "walk"
|
||||
|
@ -252,11 +252,11 @@
|
||||
"type" : "object",
|
||||
"additionalProperties" : false,
|
||||
"default": {},
|
||||
"required" : [ "animationSpeed", "mouseShadow", "cellBorders", "stackRange", "showQueue", "queueSize" ],
|
||||
"required" : [ "speedFactor", "mouseShadow", "cellBorders", "stackRange", "showQueue", "queueSize" ],
|
||||
"properties" : {
|
||||
"animationSpeed" : {
|
||||
"speedFactor" : {
|
||||
"type" : "number",
|
||||
"default" : 0.63
|
||||
"default" : 2
|
||||
},
|
||||
"mouseShadow" : {
|
||||
"type":"boolean",
|
||||
|
@ -812,7 +812,7 @@ void CCreatureHandler::loadUnitAnimInfo(JsonNode & graphics, CLegacyConfigParser
|
||||
JsonNode & animationTime = graphics["animationTime"];
|
||||
animationTime["walk"].Float() = parser.readNumber();
|
||||
animationTime["attack"].Float() = parser.readNumber();
|
||||
animationTime["flight"].Float() = parser.readNumber();
|
||||
parser.readNumber(); // unused value "Flight animation time" - H3 actually uses "Walk animation time" even for flying creatures
|
||||
animationTime["idle"].Float() = 10.0;
|
||||
|
||||
JsonNode & missile = graphics["missile"];
|
||||
@ -851,7 +851,6 @@ void CCreatureHandler::loadJsonAnimation(CCreature * cre, const JsonNode & graph
|
||||
cre->animation.walkAnimationTime = animationTime["walk"].Float();
|
||||
cre->animation.idleAnimationTime = animationTime["idle"].Float();
|
||||
cre->animation.attackAnimationTime = animationTime["attack"].Float();
|
||||
cre->animation.flightAnimationDistance = animationTime["flight"].Float(); //?
|
||||
|
||||
const JsonNode & missile = graphics["missile"];
|
||||
const JsonNode & offsets = missile["offset"];
|
||||
|
@ -74,7 +74,7 @@ public:
|
||||
};
|
||||
|
||||
double timeBetweenFidgets, idleAnimationTime,
|
||||
walkAnimationTime, attackAnimationTime, flightAnimationDistance;
|
||||
walkAnimationTime, attackAnimationTime;
|
||||
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
|
||||
upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
|
||||
|
||||
@ -91,7 +91,13 @@ public:
|
||||
h & idleAnimationTime;
|
||||
h & walkAnimationTime;
|
||||
h & attackAnimationTime;
|
||||
h & flightAnimationDistance;
|
||||
|
||||
if (version < 814)
|
||||
{
|
||||
float unused = 0.f;
|
||||
h & unused;
|
||||
}
|
||||
|
||||
h & upperRightMissleOffsetX;
|
||||
h & rightMissleOffsetX;
|
||||
h & lowerRightMissleOffsetX;
|
||||
|
@ -14,7 +14,7 @@
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
const ui32 SERIALIZATION_VERSION = 813;
|
||||
const ui32 SERIALIZATION_VERSION = 814;
|
||||
const ui32 MINIMAL_SERIALIZATION_VERSION = 813;
|
||||
const std::string SAVEGAME_MAGIC = "VCMISVG";
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user