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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Handle flag color overlay and creature selection overlay separately

Fixes handling of Iron Golem animation from HotA
This commit is contained in:
Ivan Savenko
2025-02-03 11:44:21 +00:00
parent ec5d4dbe5d
commit 38bb5a76e6
7 changed files with 82 additions and 44 deletions

View File

@@ -97,8 +97,10 @@ void ScalableImageParameters::preparePalette(const SDL_Palette * originalPalette
{
switch(blitMode)
{
case EImageBlitMode::ONLY_SHADOW:
case EImageBlitMode::ONLY_OVERLAY:
case EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR:
case EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION:
case EImageBlitMode::ONLY_FLAG_COLOR:
case EImageBlitMode::ONLY_SELECTION:
adjustPalette(originalPalette, blitMode, ColorFilter::genAlphaShifter(0), 0);
break;
}
@@ -107,37 +109,49 @@ void ScalableImageParameters::preparePalette(const SDL_Palette * originalPalette
{
case EImageBlitMode::SIMPLE:
case EImageBlitMode::WITH_SHADOW:
case EImageBlitMode::ONLY_SHADOW:
case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
case EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR:
case EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION:
case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
setShadowTransparency(originalPalette, 1.0);
break;
case EImageBlitMode::ONLY_BODY:
case EImageBlitMode::ONLY_BODY_HIDE_SELECTION:
case EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR:
case EImageBlitMode::ONLY_BODY_IGNORE_OVERLAY:
case EImageBlitMode::ONLY_OVERLAY:
case EImageBlitMode::ONLY_FLAG_COLOR:
case EImageBlitMode::ONLY_SELECTION:
setShadowTransparency(originalPalette, 0.0);
break;
}
switch(blitMode)
{
case EImageBlitMode::ONLY_OVERLAY:
case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
setOverlayColor(originalPalette, Colors::WHITE_TRUE);
case EImageBlitMode::ONLY_FLAG_COLOR:
case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
setOverlayColor(originalPalette, Colors::WHITE_TRUE, false);
break;
case EImageBlitMode::ONLY_SHADOW:
case EImageBlitMode::ONLY_BODY:
setOverlayColor(originalPalette, Colors::TRANSPARENCY);
case EImageBlitMode::ONLY_SELECTION:
case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
setOverlayColor(originalPalette, Colors::WHITE_TRUE, true);
break;
case EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR:
case EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR:
setOverlayColor(originalPalette, Colors::TRANSPARENCY, false);
break;
case EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION:
case EImageBlitMode::ONLY_BODY_HIDE_SELECTION:
setOverlayColor(originalPalette, Colors::TRANSPARENCY, true);
break;
}
}
void ScalableImageParameters::setOverlayColor(const SDL_Palette * originalPalette, const ColorRGBA & color)
void ScalableImageParameters::setOverlayColor(const SDL_Palette * originalPalette, const ColorRGBA & color, bool includeShadow)
{
palette->colors[5] = CSDL_Ext::toSDL(addColors(targetPalette[5], color));
for (int i : {6,7})
if (includeShadow)
{
if (colorsSimilar(originalPalette->colors[i], sourcePalette[i]))
for (int i : {6,7})
palette->colors[i] = CSDL_Ext::toSDL(addColors(targetPalette[i], color));
}
}
@@ -183,7 +197,7 @@ void ScalableImageParameters::setShadowTransparency(const SDL_Palette * original
void ScalableImageParameters::adjustPalette(const SDL_Palette * originalPalette, EImageBlitMode blitMode, const ColorFilter & shifter, uint32_t colorsToSkipMask)
{
// If shadow is enabled, following colors must be skipped unconditionally
if (blitMode == EImageBlitMode::WITH_SHADOW || blitMode == EImageBlitMode::WITH_SHADOW_AND_OVERLAY)
if (blitMode == EImageBlitMode::WITH_SHADOW || blitMode == EImageBlitMode::WITH_SHADOW_AND_SELECTION || blitMode == EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR)
colorsToSkipMask |= (1 << 0) + (1 << 1) + (1 << 4);
// Note: here we skip first colors in the palette that are predefined in H3 images
@@ -353,7 +367,7 @@ void ScalableImageInstance::setOverlayColor(const ColorRGBA & color)
parameters.ovelayColorMultiplier = color;
if (parameters.palette)
parameters.setOverlayColor(image->getPalette(), color);
parameters.setOverlayColor(image->getPalette(), color, blitMode == EImageBlitMode::WITH_SHADOW_AND_SELECTION);
}
void ScalableImageInstance::playerColored(const PlayerColor & player)
@@ -414,7 +428,7 @@ std::shared_ptr<const ISharedImage> ScalableImageShared::loadOrGenerateImage(EIm
{
// optional images for 1x resolution - only try load them, don't attempt to generate
// this block should never be called for 'body' layer - that image is loaded unconditionally before construction
assert(mode == EImageBlitMode::ONLY_SHADOW || mode == EImageBlitMode::ONLY_OVERLAY || color != PlayerColor::CANNOT_DETERMINE);
assert(mode == EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR || mode == EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION || mode == EImageBlitMode::ONLY_FLAG_COLOR || mode == EImageBlitMode::ONLY_SELECTION || color != PlayerColor::CANNOT_DETERMINE);
return nullptr;
}
@@ -427,7 +441,7 @@ std::shared_ptr<const ISharedImage> ScalableImageShared::loadOrGenerateImage(EIm
{
if (scaling == 1)
{
if (mode == EImageBlitMode::ONLY_SHADOW || mode == EImageBlitMode::ONLY_OVERLAY || color != PlayerColor::CANNOT_DETERMINE)
if (mode == EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR || mode == EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION || mode == EImageBlitMode::ONLY_FLAG_COLOR || mode == EImageBlitMode::ONLY_SELECTION || color != PlayerColor::CANNOT_DETERMINE)
{
ScalableImageParameters parameters(getPalette(), mode);
return loadedImage->scaleInteger(scalingFactor, parameters.palette, mode);
@@ -464,9 +478,13 @@ void ScalableImageShared::loadScaledImages(int8_t scalingFactor, PlayerColor col
scaled[scalingFactor].body[0] = loadOrGenerateImage(locator.layer, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].body[0]);
break;
case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
case EImageBlitMode::ONLY_BODY:
scaled[scalingFactor].body[0] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].body[0]);
case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
case EImageBlitMode::ONLY_BODY_HIDE_SELECTION:
scaled[scalingFactor].body[0] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY_HIDE_SELECTION, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].body[0]);
break;
case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
case EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR:
scaled[scalingFactor].body[0] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].body[0]);
break;
case EImageBlitMode::WITH_SHADOW:
@@ -486,9 +504,13 @@ void ScalableImageShared::loadScaledImages(int8_t scalingFactor, PlayerColor col
scaled[scalingFactor].playerColored[1+color.getNum()] = loadOrGenerateImage(locator.layer, scalingFactor, color, scaled[1].playerColored[1+color.getNum()]);
break;
case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
case EImageBlitMode::ONLY_BODY:
scaled[scalingFactor].playerColored[1+color.getNum()] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY, scalingFactor, color, scaled[1].playerColored[1+color.getNum()]);
case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
case EImageBlitMode::ONLY_BODY_HIDE_SELECTION:
scaled[scalingFactor].playerColored[1+color.getNum()] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY_HIDE_SELECTION, scalingFactor, color, scaled[1].playerColored[1+color.getNum()]);
break;
case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
case EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR:
scaled[scalingFactor].playerColored[1+color.getNum()] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR, scalingFactor, color, scaled[1].playerColored[1+color.getNum()]);
break;
case EImageBlitMode::WITH_SHADOW:
@@ -503,9 +525,13 @@ void ScalableImageShared::loadScaledImages(int8_t scalingFactor, PlayerColor col
switch(locator.layer)
{
case EImageBlitMode::WITH_SHADOW:
case EImageBlitMode::ONLY_SHADOW:
case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
scaled[scalingFactor].shadow[0] = loadOrGenerateImage(EImageBlitMode::ONLY_SHADOW, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].shadow[0]);
case EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION:
case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
scaled[scalingFactor].shadow[0] = loadOrGenerateImage(EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].shadow[0]);
break;
case EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR:
case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
scaled[scalingFactor].shadow[0] = loadOrGenerateImage(EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].shadow[0]);
break;
default:
break;
@@ -516,9 +542,13 @@ void ScalableImageShared::loadScaledImages(int8_t scalingFactor, PlayerColor col
{
switch(locator.layer)
{
case EImageBlitMode::ONLY_OVERLAY:
case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
scaled[scalingFactor].overlay[0] = loadOrGenerateImage(EImageBlitMode::ONLY_OVERLAY, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].overlay[0]);
case EImageBlitMode::ONLY_FLAG_COLOR:
case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
scaled[scalingFactor].overlay[0] = loadOrGenerateImage(EImageBlitMode::ONLY_FLAG_COLOR, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].overlay[0]);
break;
case EImageBlitMode::ONLY_SELECTION:
case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
scaled[scalingFactor].overlay[0] = loadOrGenerateImage(EImageBlitMode::ONLY_SELECTION, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].overlay[0]);
break;
default:
break;