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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-18 17:40:48 +02:00

Showing objects

This commit is contained in:
nordsoft 2022-08-30 06:38:24 +04:00
parent ea3845e8dd
commit 3c062bae32
7 changed files with 765 additions and 20 deletions

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@ -62,7 +62,7 @@ QImage BitmapHandler::loadH3PCX(ui8 * pcx, size_t size)
{
it = 0xC;
//auto bitmap = QBitmap::fromData(qsize, pcx + it);
QImage image(pcx + it, width, height, QImage::Format_MonoLSB);
QImage image(pcx + it, width, height, QImage::Format_Indexed8);
//palette - last 256*3 bytes
QVector<QRgb> colorTable;

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@ -8,6 +8,7 @@ set(editor_SRCS
BitmapHandler.cpp
maphandler.cpp
Animation.cpp
graphics.cpp
)
set(editor_HEADERS
@ -19,6 +20,7 @@ set(editor_HEADERS
BitmapHandler.h
maphandler.h
Animation.h
graphics.h
)
set(editor_FORMS

359
mapeditor/graphics.cpp Normal file
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@ -0,0 +1,359 @@
/*
* Graphics.cpp, 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
*
*/
#include "StdInc.h"
#include "graphics.h"
#include <vcmi/Entity.h>
#include <vcmi/ArtifactService.h>
#include <vcmi/CreatureService.h>
#include <vcmi/FactionService.h>
#include <vcmi/HeroTypeService.h>
#include <vcmi/SkillService.h>
#include <vcmi/spells/Service.h>
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/CBinaryReader.h"
#include "Animation.h"
#include "../lib/CThreadHelper.h"
#include "../lib/CModHandler.h"
#include "../lib/VCMI_Lib.h"
#include "../CCallback.h"
#include "../lib/CGeneralTextHandler.h"
#include "BitmapHandler.h"
#include "../lib/CGameState.h"
#include "../lib/JsonNode.h"
#include "../lib/vcmi_endian.h"
#include "../lib/CStopWatch.h"
#include "../lib/mapObjects/CObjectClassesHandler.h"
#include "../lib/mapObjects/CObjectHandler.h"
#include "../lib/CHeroHandler.h"
#include "CGameInfo.h"
Graphics * graphics = nullptr;
void Graphics::loadPaletteAndColors()
{
auto textFile = CResourceHandler::get()->load(ResourceID("DATA/PLAYERS.PAL"))->readAll();
std::string pals((char*)textFile.first.get(), textFile.second);
playerColorPalette.resize(256);
playerColors.resize(PlayerColor::PLAYER_LIMIT_I);
int startPoint = 24; //beginning byte; used to read
for(int i=0; i<256; ++i)
{
QColor col;
col.setRed(pals[startPoint++]);
col.setGreen(pals[startPoint++]);
col.setBlue(pals[startPoint++]);
col.setAlpha(255);
startPoint++;
playerColorPalette[i] = col.rgba();
}
neutralColorPalette.resize(32);
auto stream = CResourceHandler::get()->load(ResourceID("config/NEUTRAL.PAL"));
CBinaryReader reader(stream.get());
for(int i=0; i<32; ++i)
{
QColor col;
col.setRed(reader.readUInt8());
col.setGreen(reader.readUInt8());
col.setBlue(reader.readUInt8());
col.setAlpha(255);
reader.readUInt8(); // this is "flags" entry, not alpha
neutralColorPalette[i] = col.rgba();
}
//colors initialization
QColor colors[] = {
{0xff,0, 0, 255},
{0x31,0x52,0xff,255},
{0x9c,0x73,0x52,255},
{0x42,0x94,0x29,255},
{0xff,0x84,0, 255},
{0x8c,0x29,0xa5,255},
{0x09,0x9c,0xa5,255},
{0xc6,0x7b,0x8c,255}};
for(int i=0;i<8;i++)
{
playerColors[i] = colors[i].rgba();
}
//gray
neutralColor = qRgba(0x84, 0x84, 0x84, 0xFF);
}
Graphics::Graphics()
{
#if 0
std::vector<Task> tasks; //preparing list of graphics to load
tasks += std::bind(&Graphics::loadFonts,this);
tasks += std::bind(&Graphics::loadPaletteAndColors,this);
tasks += std::bind(&Graphics::initializeBattleGraphics,this);
tasks += std::bind(&Graphics::loadErmuToPicture,this);
tasks += std::bind(&Graphics::initializeImageLists,this);
CThreadHelper th(&tasks,std::max((ui32)1,boost::thread::hardware_concurrency()));
th.run();
#else
loadPaletteAndColors();
initializeImageLists();
#endif
//(!) do not load any CAnimation here
}
Graphics::~Graphics()
{
}
void Graphics::load()
{
loadHeroAnimations();
loadHeroFlagAnimations();
}
void Graphics::loadHeroAnimations()
{
for(auto & elem : CGI->heroh->classes.objects)
{
for (auto & templ : VLC->objtypeh->getHandlerFor(Obj::HERO, elem->getIndex())->getTemplates())
{
if (!heroAnimations.count(templ.animationFile))
heroAnimations[templ.animationFile] = loadHeroAnimation(templ.animationFile);
}
}
boatAnimations[0] = loadHeroAnimation("AB01_.DEF");
boatAnimations[1] = loadHeroAnimation("AB02_.DEF");
boatAnimations[2] = loadHeroAnimation("AB03_.DEF");
mapObjectAnimations["AB01_.DEF"] = boatAnimations[0];
mapObjectAnimations["AB02_.DEF"] = boatAnimations[1];
mapObjectAnimations["AB03_.DEF"] = boatAnimations[2];
}
void Graphics::loadHeroFlagAnimations()
{
static const std::vector<std::string> HERO_FLAG_ANIMATIONS =
{
"AF00", "AF01","AF02","AF03",
"AF04", "AF05","AF06","AF07"
};
static const std::vector< std::vector<std::string> > BOAT_FLAG_ANIMATIONS =
{
{
"ABF01L", "ABF01G", "ABF01R", "ABF01D",
"ABF01B", "ABF01P", "ABF01W", "ABF01K"
},
{
"ABF02L", "ABF02G", "ABF02R", "ABF02D",
"ABF02B", "ABF02P", "ABF02W", "ABF02K"
},
{
"ABF03L", "ABF03G", "ABF03R", "ABF03D",
"ABF03B", "ABF03P", "ABF03W", "ABF03K"
}
};
for(const auto & name : HERO_FLAG_ANIMATIONS)
heroFlagAnimations.push_back(loadHeroFlagAnimation(name));
for(int i = 0; i < BOAT_FLAG_ANIMATIONS.size(); i++)
for(const auto & name : BOAT_FLAG_ANIMATIONS[i])
boatFlagAnimations[i].push_back(loadHeroFlagAnimation(name));
}
std::shared_ptr<Animation> Graphics::loadHeroFlagAnimation(const std::string & name)
{
//first - group number to be rotated, second - group number after rotation
static const std::vector<std::pair<int,int> > rotations =
{
{6,10}, {7,11}, {8,12}, {1,13},
{2,14}, {3,15}
};
std::shared_ptr<Animation> anim = std::make_shared<Animation>(name);
anim->preload();
for(const auto & rotation : rotations)
{
const int sourceGroup = rotation.first;
const int targetGroup = rotation.second;
anim->createFlippedGroup(sourceGroup, targetGroup);
}
return anim;
}
std::shared_ptr<Animation> Graphics::loadHeroAnimation(const std::string &name)
{
//first - group number to be rotated, second - group number after rotation
static const std::vector<std::pair<int,int> > rotations =
{
{6,10}, {7,11}, {8,12}, {1,13},
{2,14}, {3,15}
};
std::shared_ptr<Animation> anim = std::make_shared<Animation>(name);
anim->preload();
for(const auto & rotation : rotations)
{
const int sourceGroup = rotation.first;
const int targetGroup = rotation.second;
anim->createFlippedGroup(sourceGroup, targetGroup);
}
return anim;
}
void Graphics::blueToPlayersAdv(QImage * sur, PlayerColor player)
{
if(sur->format() == QImage::Format_Indexed8)
{
auto palette = sur->colorTable();
if(player < PlayerColor::PLAYER_LIMIT)
{
for(int i = 0; i < 32; ++i)
palette[224 + i] = playerColorPalette[player.getNum() * 32 + i];
}
else if(player == PlayerColor::NEUTRAL)
{
palette = neutralColorPalette;
}
else
{
logGlobal->error("Wrong player id in blueToPlayersAdv (%s)!", player.getStr());
return;
}
//FIXME: not all player colored images have player palette at last 32 indexes
//NOTE: following code is much more correct but still not perfect (bugged with status bar)
sur->setColorTable(palette);
#if 0
SDL_Color * bluePalette = playerColorPalette + 32;
SDL_Palette * oldPalette = sur->format->palette;
SDL_Palette * newPalette = SDL_AllocPalette(256);
for(size_t destIndex = 0; destIndex < 256; destIndex++)
{
SDL_Color old = oldPalette->colors[destIndex];
bool found = false;
for(size_t srcIndex = 0; srcIndex < 32; srcIndex++)
{
if(old.b == bluePalette[srcIndex].b && old.g == bluePalette[srcIndex].g && old.r == bluePalette[srcIndex].r)
{
found = true;
newPalette->colors[destIndex] = palette[srcIndex];
break;
}
}
if(!found)
newPalette->colors[destIndex] = old;
}
SDL_SetSurfacePalette(sur, newPalette);
SDL_FreePalette(newPalette);
#endif // 0
}
else
{
//TODO: implement. H3 method works only for images with palettes.
// Add some kind of player-colored overlay?
// Or keep palette approach here and replace only colors of specific value(s)
// Or just wait for OpenGL support?
logGlobal->warn("Image must have palette to be player-colored!");
}
}
std::shared_ptr<Animation> Graphics::getAnimation(const CGObjectInstance* obj)
{
return getAnimation(obj->appearance);
}
std::shared_ptr<Animation> Graphics::getAnimation(const ObjectTemplate & info)
{
//the only(?) invisible object
if(info.id == Obj::EVENT)
{
return std::shared_ptr<Animation>();
}
if(info.animationFile.empty())
{
logGlobal->warn("Def name for obj (%d,%d) is empty!", info.id, info.subid);
return std::shared_ptr<Animation>();
}
std::shared_ptr<Animation> ret = mapObjectAnimations[info.animationFile];
//already loaded
if(ret)
{
ret->preload();
return ret;
}
ret = std::make_shared<Animation>(info.animationFile);
mapObjectAnimations[info.animationFile] = ret;
ret->preload();
return ret;
}
void Graphics::addImageListEntry(size_t index, const std::string & listName, const std::string & imageName)
{
if (!imageName.empty())
{
JsonNode entry;
entry["frame"].Integer() = index;
entry["file"].String() = imageName;
imageLists["SPRITES/" + listName]["images"].Vector().push_back(entry);
}
}
void Graphics::addImageListEntries(const EntityService * service)
{
auto cb = std::bind(&Graphics::addImageListEntry, this, _1, _2, _3);
auto loopCb = [&](const Entity * entity, bool & stop)
{
entity->registerIcons(cb);
};
service->forEachBase(loopCb);
}
void Graphics::initializeImageLists()
{
addImageListEntries(CGI->creatures());
addImageListEntries(CGI->heroTypes());
addImageListEntries(CGI->artifacts());
addImageListEntries(CGI->factions());
addImageListEntries(CGI->spells());
addImageListEntries(CGI->skills());
}

83
mapeditor/graphics.h Normal file
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@ -0,0 +1,83 @@
/*
* Graphics.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 <QImage>
class CGHeroInstance;
class CGTownInstance;
class CHeroClass;
struct InfoAboutHero;
struct InfoAboutTown;
class CGObjectInstance;
class ObjectTemplate;
class Animation;
class EntityService;
class JsonNode;
/// Handles fonts, hero images, town images, various graphics
class Graphics
{
void addImageListEntry(size_t index, const std::string & listName, const std::string & imageName);
void addImageListEntries(const EntityService * service);
void initializeBattleGraphics();
void loadPaletteAndColors();
void loadHeroAnimations();
//loads animation and adds required rotated frames
std::shared_ptr<Animation> loadHeroAnimation(const std::string &name);
void loadHeroFlagAnimations();
//loads animation and adds required rotated frames
std::shared_ptr<Animation> loadHeroFlagAnimation(const std::string &name);
void loadErmuToPicture();
void loadFogOfWar();
void loadFonts();
void initializeImageLists();
public:
//various graphics
QVector<QRgb> playerColors; //array [8]
QRgb neutralColor;
QVector<QRgb> playerColorPalette; //palette to make interface colors good - array of size [256]
QVector<QRgb> neutralColorPalette;
// [hero class def name] //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing
std::map< std::string, std::shared_ptr<Animation> > heroAnimations;
std::vector< std::shared_ptr<Animation> > heroFlagAnimations;
// [boat type: 0 .. 2] //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing
std::array< std::shared_ptr<Animation>, 3> boatAnimations;
std::array< std::vector<std::shared_ptr<Animation> >, 3> boatFlagAnimations;
//all other objects (not hero or boat)
std::map< std::string, std::shared_ptr<Animation> > mapObjectAnimations;
std::map<std::string, JsonNode> imageLists;
//functions
Graphics();
~Graphics();
void load();
void blueToPlayersAdv(QImage * sur, PlayerColor player); //replaces blue interface colour with a color of player
std::shared_ptr<Animation> getAnimation(const CGObjectInstance * obj);
std::shared_ptr<Animation> getAnimation(const ObjectTemplate & info);
};
extern Graphics * graphics;

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@ -19,6 +19,7 @@
#include "CGameInfo.h"
#include "maphandler.h"
#include "graphics.h"
static CBasicLogConfigurator * logConfig;
@ -72,6 +73,9 @@ MainWindow::MainWindow(QWidget *parent) :
CGI = new CGameInfo(); //contains all global informations about game (texts, lodHandlers, map handler etc.)
init();
graphics = new Graphics(); // should be before curh->init()
graphics->load();//must be after Content loading but should be in main thread
if(!testFile("DATA/new-menu/Background.png", "Cannot find file"))
{
@ -128,7 +132,15 @@ void MainWindow::on_actionOpen_triggered()
{
for(int i = 0; i < map->width; ++i)
{
mapHandler.drawTerrainTile(i, j, map->getTile((int3(i, j, 0))));
mapHandler.drawTerrainTile(i, j, 0);
}
}
for(int j = 0; j < map->height; ++j)
{
for(int i = 0; i < map->width; ++i)
{
mapHandler.drawObjects(i, j, 0);
}
}

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@ -1,9 +1,23 @@
#include "StdInc.h"
#include "maphandler.h"
#include "graphics.h"
#include "../lib/mapping/CMap.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/mapObjects/CObjectClassesHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CModHandler.h"
#include "../lib/mapping/CMap.h"
#include "../lib/GameConstants.h"
#include "../lib/JsonDetail.h"
const int tileSize = 32;
static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
{
return MapHandler::compareObjectBlitOrder(a.obj, b.obj);
}
MapHandler::MapHandler(const CMap * Map):
map(Map), surface(Map->width * tileSize, Map->height * tileSize), painter(&surface)
{
@ -64,10 +78,13 @@ void MapHandler::initTerrainGraphics()
loadFlipped(terrainAnimations, terrainImages, terrainFiles);
loadFlipped(roadAnimations, roadImages, ROAD_FILES);
loadFlipped(riverAnimations, riverImages, RIVER_FILES);
ttiles.resize(sizes.x * sizes.y * sizes.z);
}
void MapHandler::drawTerrainTile(int x, int y, const TerrainTile & tinfo)
void MapHandler::drawTerrainTile(int x, int y, int z)
{
auto & tinfo = map->getTile(int3(x, y, z));
//Rect destRect(realTileRect);
ui8 rotation = tinfo.extTileFlags % 4;
@ -83,7 +100,7 @@ void MapHandler::drawTerrainTile(int x, int y, const TerrainTile & tinfo)
void MapHandler::initObjectRects()
{
//initializing objects / rects
/*for(auto & elem : map->objects)
for(auto & elem : map->objects)
{
const CGObjectInstance *obj = elem;
if( !obj
@ -104,40 +121,255 @@ void MapHandler::initObjectRects()
continue;
auto image = animation->getImage(0,0);
bool real = true;
for(int fx=0; fx < obj->getWidth(); ++fx)
{
for(int fy=0; fy < obj->getHeight(); ++fy)
{
int3 currTile(obj->pos.x - fx, obj->pos.y - fy, obj->pos.z);
SDL_Rect cr;
cr.w = 32;
cr.h = 32;
cr.x = image->width() - fx * 32 - 32;
cr.y = image->height() - fy * 32 - 32;
TerrainTileObject toAdd(obj, cr, obj->visitableAt(currTile.x, currTile.y));
QRect cr(image->width() - fx * 32 - 32, image->height() - fy * 32 - 32, image->width(), image->height());
TerrainTileObject toAdd(obj, cr, real/*obj->visitableAt(currTile.x, currTile.y)*/);
real = false;
if( map->isInTheMap(currTile) && // within map
cr.x + cr.w > 0 && // image has data on this tile
cr.y + cr.h > 0 &&
cr.x() + cr.width() > 0 && // image has data on this tile
cr.y() + cr.height() > 0 &&
obj->coveringAt(currTile.x, currTile.y) // object is visible here
)
{
ttiles[currTile.x][currTile.y][currTile.z].objects.push_back(toAdd);
ttiles[currTile.z * (sizes.x * sizes.y) + currTile.y * sizes.x + currTile.x].objects.push_back(toAdd);
}
}
}
}
for(int ix=0; ix<ttiles.size()-frameW; ++ix)
for(auto & tt : ttiles)
{
for(int iy=0; iy<ttiles[0].size()-frameH; ++iy)
stable_sort(tt.objects.begin(), tt.objects.end(), objectBlitOrderSorter);
}
}
bool MapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
{
if (!a)
return true;
if (!b)
return false;
if (a->appearance.printPriority != b->appearance.printPriority)
return a->appearance.printPriority > b->appearance.printPriority;
if(a->pos.y != b->pos.y)
return a->pos.y < b->pos.y;
if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
return true;
if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
return false;
if(!a->isVisitable() && b->isVisitable())
return true;
if(!b->isVisitable() && a->isVisitable())
return false;
if(a->pos.x < b->pos.x)
return true;
return false;
}
TerrainTileObject::TerrainTileObject(const CGObjectInstance * obj_, QRect rect_, bool real_)
: obj(obj_),
rect(rect_),
real(real_)
{
}
TerrainTileObject::~TerrainTileObject()
{
}
ui8 MapHandler::getHeroFrameGroup(ui8 dir, bool isMoving) const
{
if(isMoving)
{
static const ui8 frame [] = {0xff, 10, 5, 6, 7, 8, 9, 12, 11};
return frame[dir];
}
else //if(isMoving)
{
static const ui8 frame [] = {0xff, 13, 0, 1, 2, 3, 4, 15, 14};
return frame[dir];
}
}
ui8 MapHandler::getPhaseShift(const CGObjectInstance *object) const
{
auto i = animationPhase.find(object);
if(i == animationPhase.end())
{
ui8 ret = CRandomGenerator::getDefault().nextInt(254);
animationPhase[object] = ret;
return ret;
}
return i->second;
}
MapHandler::AnimBitmapHolder MapHandler::findHeroBitmap(const CGHeroInstance * hero, int anim) const
{
if(hero && hero->moveDir && hero->type) //it's hero or boat
{
if(hero->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero?
{
for(int iz=0; iz<ttiles[0][0].size(); ++iz)
logGlobal->error("A neutral hero (%s) at %s. Should not happen!", hero->name, hero->pos.toString());
return MapHandler::AnimBitmapHolder();
}
//pick graphics of hero (or boat if hero is sailing)
std::shared_ptr<Animation> animation;
if (hero->boat)
animation = graphics->boatAnimations[hero->boat->subID];
else
animation = graphics->heroAnimations[hero->appearance.animationFile];
bool moving = !hero->isStanding;
int group = getHeroFrameGroup(hero->moveDir, moving);
if(animation->size(group) > 0)
{
int frame = anim % animation->size(group);
auto heroImage = animation->getImage(frame, group);
//get flag overlay only if we have main image
auto flagImage = findFlagBitmap(hero, anim, &hero->tempOwner, group);
return MapHandler::AnimBitmapHolder(heroImage, flagImage);
}
}
return MapHandler::AnimBitmapHolder();
}
MapHandler::AnimBitmapHolder MapHandler::findBoatBitmap(const CGBoat * boat, int anim) const
{
auto animation = graphics->boatAnimations.at(boat->subID);
int group = getHeroFrameGroup(boat->direction, false);
if(animation->size(group) > 0)
return MapHandler::AnimBitmapHolder(animation->getImage(anim % animation->size(group), group));
else
return MapHandler::AnimBitmapHolder();
}
std::shared_ptr<QImage> MapHandler::findFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int group) const
{
if(!hero)
return std::shared_ptr<QImage>();
if(hero->boat)
return findBoatFlagBitmap(hero->boat, anim, color, group, hero->moveDir);
return findHeroFlagBitmap(hero, anim, color, group);
}
std::shared_ptr<QImage> MapHandler::findHeroFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int group) const
{
return findFlagBitmapInternal(graphics->heroFlagAnimations.at(color->getNum()), anim, group, hero->moveDir, !hero->isStanding);
}
std::shared_ptr<QImage> MapHandler::findBoatFlagBitmap(const CGBoat * boat, int anim, const PlayerColor * color, int group, ui8 dir) const
{
int boatType = boat->subID;
if(boatType < 0 || boatType >= graphics->boatFlagAnimations.size())
{
logGlobal->error("Not supported boat subtype: %d", boat->subID);
return nullptr;
}
const auto & subtypeFlags = graphics->boatFlagAnimations.at(boatType);
int colorIndex = color->getNum();
if(colorIndex < 0 || colorIndex >= subtypeFlags.size())
{
logGlobal->error("Invalid player color %d", colorIndex);
return nullptr;
}
return findFlagBitmapInternal(subtypeFlags.at(colorIndex), anim, group, dir, false);
}
std::shared_ptr<QImage> MapHandler::findFlagBitmapInternal(std::shared_ptr<Animation> animation, int anim, int group, ui8 dir, bool moving) const
{
size_t groupSize = animation->size(group);
if(groupSize == 0)
return nullptr;
if(moving)
return animation->getImage(anim % groupSize, group);
else
return animation->getImage((anim / 4) % groupSize, group);
}
MapHandler::AnimBitmapHolder MapHandler::findObjectBitmap(const CGObjectInstance * obj, int anim) const
{
if (!obj)
return MapHandler::AnimBitmapHolder();
if (obj->ID == Obj::HERO)
return findHeroBitmap(static_cast<const CGHeroInstance*>(obj), anim);
if (obj->ID == Obj::BOAT)
return findBoatBitmap(static_cast<const CGBoat*>(obj), anim);
// normal object
std::shared_ptr<Animation> animation = graphics->getAnimation(obj);
size_t groupSize = animation->size();
if(groupSize == 0)
return MapHandler::AnimBitmapHolder();
animation->playerColored(obj->tempOwner);
auto bitmap = animation->getImage((anim + getPhaseShift(obj)) % groupSize);
if(!bitmap)
return MapHandler::AnimBitmapHolder();
return MapHandler::AnimBitmapHolder(bitmap);
}
void MapHandler::drawObjects(int x, int y, int z)
{
auto & objects = ttiles[z * (sizes.x * sizes.y) + y * sizes.x + x].objects;
for(auto & object : objects)
{
if(!object.real)
continue;
//if(object.visi)
const CGObjectInstance * obj = object.obj;
if (!obj)
{
logGlobal->error("Stray map object that isn't fading");
continue;
}
uint8_t animationFrame = 0;
auto objData = findObjectBitmap(obj, animationFrame);
if (objData.objBitmap)
{
QRect srcRect(object.rect.x(), object.rect.y(), tileSize, tileSize);
painter.drawImage(x * tileSize, y * tileSize, *objData.objBitmap);
//drawObject(targetSurf, objData.objBitmap, &srcRect, objData.isMoving);
if (objData.flagBitmap)
{
stable_sort(ttiles[ix][iy][iz].objects.begin(), ttiles[ix][iy][iz].objects.end(), objectBlitOrderSorter);
/*if (objData.isMoving)
{
srcRect.y += FRAMES_PER_MOVE_ANIM_GROUP * 2 - tileSize;
Rect dstRect(realPos.x, realPos.y - tileSize / 2, tileSize, tileSize);
drawHeroFlag(targetSurf, objData.flagBitmap, &srcRect, &dstRect, true);
}
else if (obj->pos.x == pos.x && obj->pos.y == pos.y)
{
Rect dstRect(realPos.x - 2 * tileSize, realPos.y - tileSize, 3 * tileSize, 2 * tileSize);
drawHeroFlag(targetSurf, objData.flagBitmap, nullptr, &dstRect, false);
}*/
}
}
}*/
}
}

View File

@ -7,10 +7,58 @@
#include <QImage>
#include <QPixmap>
#include <QRect>
class CGObjectInstance;
class CGBoat;
struct PlayerColor;
struct TerrainTileObject
{
const CGObjectInstance *obj;
QRect rect;
bool real;
TerrainTileObject(const CGObjectInstance *obj_, QRect rect_, bool visitablePos = false);
~TerrainTileObject();
};
struct TerrainTile2
{
std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
};
class MapHandler
{
public:
struct AnimBitmapHolder
{
std::shared_ptr<QImage> objBitmap; // main object bitmap
std::shared_ptr<QImage> flagBitmap; // flag bitmap for the object (probably only for heroes and boats with heroes)
AnimBitmapHolder(std::shared_ptr<QImage> objBitmap_ = nullptr, std::shared_ptr<QImage> flagBitmap_ = nullptr)
: objBitmap(objBitmap_),
flagBitmap(flagBitmap_)
{}
};
private:
ui8 getHeroFrameGroup(ui8 dir, bool isMoving) const;
ui8 getPhaseShift(const CGObjectInstance *object) const;
// internal helper methods to choose correct bitmap(s) for object; called internally by findObjectBitmap
AnimBitmapHolder findHeroBitmap(const CGHeroInstance * hero, int anim) const;
AnimBitmapHolder findBoatBitmap(const CGBoat * hero, int anim) const;
std::shared_ptr<QImage> findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
std::shared_ptr<QImage> findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
std::shared_ptr<QImage> findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int group, ui8 dir) const;
std::shared_ptr<QImage> findFlagBitmapInternal(std::shared_ptr<Animation> animation, int anim, int group, ui8 dir, bool moving) const;
public:
AnimBitmapHolder findObjectBitmap(const CGObjectInstance * obj, int anim) const;
enum class EMapCacheType : char
{
TERRAIN, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME, AFTER_LAST
@ -19,6 +67,7 @@ public:
void initObjectRects();
void initTerrainGraphics();
std::vector<TerrainTile2> ttiles; //informations about map tiles
int3 sizes; //map size (x = width, y = height, z = number of levels)
const CMap * map;
QPixmap surface;
@ -39,7 +88,15 @@ public:
TFlippedAnimations riverAnimations;//[river type, rotation]
TFlippedCache riverImages;//[river type, view type, rotation]
void drawTerrainTile(int x, int y, const TerrainTile & tinfo);
void drawTerrainTile(int x, int y, int z);
/// draws a river segment on current tile
//void drawRiver(const TerrainTile & tinfo) const;
/// draws a road segment on current tile
//void drawRoad(const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const;
/// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
void drawObjects(int x, int y, int z);
//void drawObject(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, bool moving) const;
//void drawHeroFlag(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const;
mutable std::map<const CGObjectInstance*, ui8> animationPhase;