mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Abstracted fading into separate class;
Smoother fade animations; Added fading when recentering hero after switching levels;
This commit is contained in:
parent
e64c08df27
commit
5e78a3147a
@ -276,6 +276,8 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
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}
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}
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adventureInt->centerOn(hero, true); //actualizing screen pos
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adventureInt->minimap.redraw();
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adventureInt->heroList.update(hero);
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return; //teleport - no fancy moving animation
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//TODO: smooth disappear / appear effect
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@ -1222,3 +1222,88 @@ void CAnimation::getAnimInfo()
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logGlobal->errorStream()<<", "<<anim->images.begin()->second.size()<<" image loaded in group "<< anim->images.begin()->first;
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}
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}
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float CFadeAnimation::initialCounter() const
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{
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if (fadingMode == EMode::OUT)
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return 1.0f;
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return 0.0f;
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}
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void CFadeAnimation::update()
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{
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if (!fading)
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return;
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if (fadingMode == EMode::OUT)
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fadingCounter -= delta;
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else
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fadingCounter += delta;
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if (isFinished())
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{
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fading = false;
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if (shouldFreeSurface)
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{
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SDL_FreeSurface(fadingSurface);
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fadingSurface = nullptr;
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}
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}
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}
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bool CFadeAnimation::isFinished() const
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{
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if (fadingMode == EMode::OUT)
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return fadingCounter <= 0.0f;
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return fadingCounter >= 1.0f;
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}
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CFadeAnimation::CFadeAnimation()
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: fadingSurface(nullptr),
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fading(false),
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fadingMode(EMode::NONE)
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{
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}
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CFadeAnimation::~CFadeAnimation()
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{
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if (fadingSurface && shouldFreeSurface)
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SDL_FreeSurface(fadingSurface);
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}
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void CFadeAnimation::init(EMode mode, float animDelta /* = DEFAULT_DELTA */, SDL_Surface * sourceSurface /* = nullptr */, bool freeSurfaceAtEnd /* = false */)
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{
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if (fading)
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{
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logGlobal->warnStream() << "Tried to init fading animation that is already running.";
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return;
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}
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if (animDelta <= 0.0f)
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{
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logGlobal->warnStream() << "Fade anim: delta should be positive; " << animDelta << " given.";
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animDelta = DEFAULT_DELTA;
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}
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if (sourceSurface)
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fadingSurface = sourceSurface;
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delta = animDelta;
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fadingMode = mode;
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fadingCounter = initialCounter();
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fading = true;
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shouldFreeSurface = freeSurfaceAtEnd;
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}
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void CFadeAnimation::draw(SDL_Surface * targetSurface, const SDL_Rect * sourceRect, SDL_Rect * destRect)
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{
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if (!fading || !fadingSurface || fadingMode == EMode::NONE)
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{
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fading = false;
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return;
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}
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SDL_SetSurfaceAlphaMod(fadingSurface, fadingCounter * 255);
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SDL_BlitSurface(fadingSurface, sourceRect, targetSurface, destRect);
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SDL_SetSurfaceAlphaMod(fadingSurface, 255);
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}
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@ -220,3 +220,31 @@ public:
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//total count of frames in group (including not loaded)
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size_t size(size_t group=0) const;
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};
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class CFadeAnimation
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{
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public:
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enum class EMode
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{
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NONE, IN, OUT
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};
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private:
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static constexpr float DEFAULT_DELTA = 0.05f;
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float delta;
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SDL_Surface * fadingSurface;
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bool fading;
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float fadingCounter;
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bool shouldFreeSurface;
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float initialCounter() const;
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bool isFinished() const;
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public:
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EMode fadingMode;
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CFadeAnimation();
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~CFadeAnimation();
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void init(EMode mode, float animDelta = DEFAULT_DELTA, SDL_Surface * sourceSurface = nullptr, bool freeSurfaceAtEnd = false);
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void update();
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void draw(SDL_Surface * targetSurface, const SDL_Rect * sourceRect, SDL_Rect * destRect);
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bool isFading() const { return fading; }
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};
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@ -12,6 +12,7 @@
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#include "mapHandler.h"
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#include "CBitmapHandler.h"
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#include "gui/CAnimation.h"
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#include "gui/SDL_Extensions.h"
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#include "CGameInfo.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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@ -185,11 +186,12 @@ void CMapHandler::prepareFOWDefs()
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}
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}
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void CMapHandler::drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info)
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EMapAnimRedrawStatus CMapHandler::drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim /* = false */)
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{
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assert(info);
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updateObjectsFade();
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bool hasActiveFade = updateObjectsFade();
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resolveBlitter(info)->blit(targetSurface, info);
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return hasActiveFade ? EMapAnimRedrawStatus::REDRAW_REQUESTED : EMapAnimRedrawStatus::OK;
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}
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void CMapHandler::roadsRiverTerrainInit()
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@ -810,20 +812,21 @@ void CMapHandler::CMapBlitter::drawObjects(SDL_Surface * targetSurf, const Terra
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auto & objects = tile.objects;
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for(auto & object : objects)
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{
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if (object.fading == EMapObjectFadingType::OUT)
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if (object.fadeAnimKey >= 0)
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{
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// this object is currently fading, so skip normal drawing
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// TODO fading heroes/boats will not be drawn correctly this way
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auto fadeIter = parent->fadeAnims.find(object.fadeAnimKey);
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if (fadeIter != parent->fadeAnims.end())
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{
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auto &bitmap = graphics->advmapobjGraphics[object.image]->ourImages[0].bitmap;
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if (!parent->fadingOffscreenBitmapSurface)
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parent->fadingOffscreenBitmapSurface = CSDL_Ext::newSurface(tileSize, tileSize, targetSurf);
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Rect r1(object.rect);
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r1.w = tileSize;
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r1.h = tileSize;
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Rect r2(realTileRect);
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SDL_SetSurfaceAlphaMod(parent->fadingOffscreenBitmapSurface, object.fadingCounter * 255);
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SDL_BlitSurface(bitmap, &r1, parent->fadingOffscreenBitmapSurface, nullptr);
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SDL_BlitSurface(parent->fadingOffscreenBitmapSurface, nullptr, targetSurf, &r2);
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SDL_SetSurfaceAlphaMod(parent->fadingOffscreenBitmapSurface, 255);
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SDL_FillRect(parent->fadingOffscreenBitmapSurface, nullptr, 0);
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CFadeAnimation * fade = (*fadeIter).second.second;
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fade->draw(targetSurf, &r1, &r2);
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}
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continue;
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}
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@ -1164,50 +1167,67 @@ std::pair<SDL_Surface *, bool> CMapHandler::CMapBlitter::getVisBitmap() const
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}
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}
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void CMapHandler::updateObjectsFade()
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bool CMapHandler::updateObjectsFade()
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{
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// TODO caching fading objects indices for optimization?
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for (size_t i=0; i<map->width; i++)
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for (auto iter = fadeAnims.begin(); iter != fadeAnims.end(); )
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{
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for (size_t j=0; j<map->height; j++)
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{
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for (size_t k=0; k<(map->twoLevel ? 2 : 1); k++)
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{
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for(size_t x=0; x < ttiles[i][j][k].objects.size(); )
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{
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auto &obj = ttiles[i][j][k].objects[x];
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int3 pos = (*iter).second.first;
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CFadeAnimation * anim = (*iter).second.second;
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switch (obj.fading)
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{
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case EMapObjectFadingType::IN:
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obj.fadingCounter += 0.2f;
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if (obj.fadingCounter >= 1.0f)
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{
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obj.fadingCounter = 1.0f;
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obj.fading = EMapObjectFadingType::NONE;
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}
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++x;
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break;
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case EMapObjectFadingType::OUT:
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obj.fadingCounter -= 0.2f;
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if (obj.fadingCounter <= 0.0f)
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{
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obj.fadingCounter = 0.0f;
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obj.fading = EMapObjectFadingType::NONE;
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ttiles[i][j][k].objects.erase(ttiles[i][j][k].objects.begin() + x);
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}
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anim->update();
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if (anim->isFading())
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++iter;
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else
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++x;
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break;
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default:
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// not fading
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++x;
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{
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auto &objs = ttiles[pos.x][pos.y][pos.z].objects;
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for (auto objIter = objs.begin(); objIter != objs.end(); ++objIter)
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{
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if ((*objIter).fadeAnimKey == (*iter).first)
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{
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objs.erase(objIter);
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break;
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}
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}
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iter = fadeAnims.erase(iter);
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}
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}
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}
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// TODO caching fading objects indices for optimization?
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// for (size_t i=0; i<map->width; i++)
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// {
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// for (size_t j=0; j<map->height; j++)
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// {
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// for (size_t k=0; k<(map->twoLevel ? 2 : 1); k++)
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// {
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// for(size_t x=0; x < ttiles[i][j][k].objects.size(); )
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// {
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// auto &obj = ttiles[i][j][k].objects[x];
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// if (obj.fadeAnimKey >= 0)
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// {
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// auto fadeAnimIter = fadeAnims.find(obj.fadeAnimKey);
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// if (fadeAnimIter == fadeAnims.end())
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// {
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// obj.fadeAnimKey = -1;
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// ++x;
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// continue;
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// }
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// obj.fadeAnim->update();
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// if (obj.fadeAnim->isFading())
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// {
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// anyObjectsStillFading = true;
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// ++x;
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// }
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// else if (obj.fadeAnim->fadingMode == CFadeAnimation::EMode::OUT)
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// ttiles[i][j][k].objects.erase(ttiles[i][j][k].objects.begin() + x);
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// }
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// else
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// ++x;
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// }
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// }
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// }
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// }
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return !fadeAnims.empty();
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}
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bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = false */)
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@ -1215,7 +1235,7 @@ bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = fals
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if (!graphics->getDef(obj))
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processDef(obj->appearance);
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const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
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SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
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const int tilesW = bitmap->w/32;
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const int tilesH = bitmap->h/32;
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@ -1231,8 +1251,12 @@ bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = fals
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TerrainTileObject toAdd(obj, cr);
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if (fadein)
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{
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toAdd.fading = EMapObjectFadingType::IN;
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toAdd.fadingCounter = 0.0f;
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auto tmp = CSDL_Ext::newSurface(bitmap->w, bitmap->h);
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SDL_BlitSurface(bitmap, nullptr, tmp, nullptr); // can't be 8bpp for fading
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auto anim = new CFadeAnimation();
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anim->init(CFadeAnimation::EMode::IN, 0.05f, tmp, true);
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fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(int3(fx, fy, obj->pos.z), anim);
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toAdd.fadeAnimKey = fadeAnimCounter;
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}
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if((obj->pos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)<ttiles.size()-frameW && (obj->pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)<ttiles[0].size()-frameH)
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@ -1273,10 +1297,14 @@ bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = fals
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{
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if (fadeout) // erase delayed until end of fadeout
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{
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ttiles[i][j][k].objects[x].fading = EMapObjectFadingType::OUT;
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ttiles[i][j][k].objects[x].fadingCounter = 1.0f;
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ttiles[i][j][k].objects[x].image = ttiles[i][j][k].objects[x].obj->appearance.animationFile;
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// fadingObjectsCache.push_back(std::make_pair(int3(i, j, k), ttiles[i][j][k].objects[x].obj->ID));
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auto bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
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auto tmp = CSDL_Ext::newSurface(bitmap->w, bitmap->h); // TODO cache these bitmaps instead of creating new ones?
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SDL_BlitSurface(bitmap, nullptr, tmp, nullptr); // can't be 8bpp for fading
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auto anim = new CFadeAnimation();
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anim->init(CFadeAnimation::EMode::OUT, 0.05f, tmp, true);
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fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(int3(i, j, k), anim);
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ttiles[i][j][k].objects[x].fadeAnimKey = fadeAnimCounter;
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}
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else
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ttiles[i][j][k].objects.erase(ttiles[i][j][k].objects.begin() + x);
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@ -1410,8 +1438,8 @@ CMapHandler::~CMapHandler()
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{
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delete graphics->FoWfullHide;
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delete graphics->FoWpartialHide;
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if (fadingOffscreenBitmapSurface)
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delete fadingOffscreenBitmapSurface;
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// if (fadingOffscreenBitmapSurface)
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// delete fadingOffscreenBitmapSurface;
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delete normalBlitter;
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delete worldViewBlitter;
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@ -1428,6 +1456,11 @@ CMapHandler::~CMapHandler()
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for(int j=0; j < elem.size(); ++j)
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SDL_FreeSurface(elem[j]);
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}
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for (auto & elem : fadeAnims)
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{
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delete elem.second.second;
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}
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terrainGraphics.clear();
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}
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@ -1436,10 +1469,10 @@ CMapHandler::CMapHandler()
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frameW = frameH = 0;
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graphics->FoWfullHide = nullptr;
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graphics->FoWpartialHide = nullptr;
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fadingOffscreenBitmapSurface = nullptr;
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normalBlitter = new CMapNormalBlitter(this);
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worldViewBlitter = new CMapWorldViewBlitter(this);
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puzzleViewBlitter = new CMapPuzzleViewBlitter(this);
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fadeAnimCounter = 0;
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}
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void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terName )
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@ -1560,3 +1593,14 @@ bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObj
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return false;
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}
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TerrainTileObject::TerrainTileObject(const CGObjectInstance * obj_, SDL_Rect rect_)
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: obj(obj_),
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rect(rect_),
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fadeAnimKey(-1)
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{
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}
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TerrainTileObject::~TerrainTileObject()
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{
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}
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@ -25,6 +25,7 @@ struct TerrainTile;
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struct SDL_Surface;
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struct SDL_Rect;
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class CDefEssential;
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class CFadeAnimation;
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enum class EWorldViewIcon
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{
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@ -57,20 +58,20 @@ enum class EMapObjectFadingType
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OUT
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};
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enum class EMapAnimRedrawStatus
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{
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OK,
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REDRAW_REQUESTED // map blitter requests quick redraw due to current animation
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};
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struct TerrainTileObject
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{
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const CGObjectInstance *obj;
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SDL_Rect rect;
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EMapObjectFadingType fading;
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float fadingCounter;
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std::string image;
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int fadeAnimKey;
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TerrainTileObject(const CGObjectInstance *obj_, SDL_Rect rect_)
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: obj(obj_),
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rect(rect_),
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fading(EMapObjectFadingType::NONE),
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fadingCounter(0.0f)
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{}
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TerrainTileObject(const CGObjectInstance *obj_, SDL_Rect rect_);
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~TerrainTileObject();
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};
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struct TerrainTile2
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@ -308,11 +309,11 @@ class CMapHandler
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CMapBlitter * worldViewBlitter;
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CMapBlitter * puzzleViewBlitter;
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// std::vector<std::pair<int3, int>> fadingObjectsCache;
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SDL_Surface * fadingOffscreenBitmapSurface;
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std::map<int, std::pair<int3, CFadeAnimation*>> fadeAnims;
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int fadeAnimCounter;
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CMapBlitter * resolveBlitter(const MapDrawingInfo * info) const;
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void updateObjectsFade();
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bool updateObjectsFade();
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public:
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PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
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int3 sizes; //map size (x = width, y = height, z = number of levels)
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@ -358,7 +359,7 @@ public:
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void roadsRiverTerrainInit();
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void prepareFOWDefs();
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void drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info);
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EMapAnimRedrawStatus drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim = false);
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void updateWater();
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void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
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static ui8 getDir(const int3 & a, const int3 & b); //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b]
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@ -18,6 +18,7 @@
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#include "../Graphics.h"
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#include "../mapHandler.h"
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#include "../gui/CAnimation.h"
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#include "../gui/CCursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/SDL_Extensions.h"
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@ -61,7 +62,10 @@ CAdvMapInt *adventureInt;
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CTerrainRect::CTerrainRect()
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: curHoveredTile(-1,-1,-1), currentPath(nullptr)
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||||
: fadeSurface(nullptr),
|
||||
fadeAnim(new CFadeAnimation()),
|
||||
curHoveredTile(-1,-1,-1),
|
||||
currentPath(nullptr)
|
||||
{
|
||||
tilesw=(ADVOPT.advmapW+31)/32;
|
||||
tilesh=(ADVOPT.advmapH+31)/32;
|
||||
@ -73,6 +77,13 @@ CTerrainRect::CTerrainRect()
|
||||
addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);
|
||||
}
|
||||
|
||||
CTerrainRect::~CTerrainRect()
|
||||
{
|
||||
if (fadeSurface)
|
||||
SDL_FreeSurface(fadeSurface);
|
||||
delete fadeAnim;
|
||||
}
|
||||
|
||||
void CTerrainRect::deactivate()
|
||||
{
|
||||
CIntObject::deactivate();
|
||||
@ -273,7 +284,13 @@ void CTerrainRect::show(SDL_Surface * to)
|
||||
if (ADVOPT.smoothMove)
|
||||
info.movement = int3(moveX, moveY, 0);
|
||||
|
||||
CGI->mh->drawTerrainRectNew(to, &info);
|
||||
lastRedrawStatus = CGI->mh->drawTerrainRectNew(to, &info);
|
||||
if (fadeAnim->isFading())
|
||||
{
|
||||
Rect r(pos);
|
||||
fadeAnim->update();
|
||||
fadeAnim->draw(to, nullptr, &r);
|
||||
}
|
||||
|
||||
if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
|
||||
{
|
||||
@ -298,6 +315,22 @@ void CTerrainRect::showAll(SDL_Surface * to)
|
||||
}
|
||||
}
|
||||
|
||||
void CTerrainRect::showAnim(SDL_Surface * to)
|
||||
{
|
||||
if (fadeAnim->isFading())
|
||||
show(to);
|
||||
else if (lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED)
|
||||
{
|
||||
MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos);
|
||||
info.otherheroAnim = true;
|
||||
info.anim = adventureInt->anim;
|
||||
info.heroAnim = adventureInt->heroAnim;
|
||||
if (ADVOPT.smoothMove)
|
||||
info.movement = int3(moveX, moveY, 0);
|
||||
lastRedrawStatus = CGI->mh->drawTerrainRectNew(to, &info, true);
|
||||
}
|
||||
}
|
||||
|
||||
int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
|
||||
{
|
||||
int3 ret;
|
||||
@ -326,6 +359,22 @@ int3 CTerrainRect::tileCountOnScreen()
|
||||
}
|
||||
}
|
||||
|
||||
void CTerrainRect::fadeFromCurrentView()
|
||||
{
|
||||
if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
|
||||
return;
|
||||
|
||||
if (!fadeSurface)
|
||||
fadeSurface = CSDL_Ext::newSurface(pos.w, pos.h);
|
||||
SDL_BlitSurface(screen, &pos, fadeSurface, nullptr);
|
||||
fadeAnim->init(CFadeAnimation::EMode::OUT, 0.05f, fadeSurface);
|
||||
}
|
||||
|
||||
bool CTerrainRect::needsAnimUpdate()
|
||||
{
|
||||
return fadeAnim->isFading() || lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED;
|
||||
}
|
||||
|
||||
void CResDataBar::clickRight(tribool down, bool previousState)
|
||||
{
|
||||
}
|
||||
@ -917,6 +966,13 @@ void CAdvMapInt::show(SDL_Surface * to)
|
||||
updateScreen=false;
|
||||
LOCPLINT->cingconsole->showAll(to);
|
||||
}
|
||||
else if (terrain.needsAnimUpdate())
|
||||
{
|
||||
terrain.showAnim(to);
|
||||
for(int i=0;i<4;i++)
|
||||
blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
|
||||
}
|
||||
|
||||
infoBar.show(to);
|
||||
statusbar.showAll(to);
|
||||
}
|
||||
@ -928,10 +984,16 @@ void CAdvMapInt::selectionChanged()
|
||||
select(to);
|
||||
}
|
||||
|
||||
void CAdvMapInt::centerOn(int3 on)
|
||||
void CAdvMapInt::centerOn(int3 on, bool fadeIfZChanged /* = false */)
|
||||
{
|
||||
bool switchedLevels = on.z != position.z;
|
||||
|
||||
if (switchedLevels && fadeIfZChanged)
|
||||
{
|
||||
logGlobal->warnStream() << "START FADING";
|
||||
terrain.fadeFromCurrentView();
|
||||
}
|
||||
|
||||
switch (mode)
|
||||
{
|
||||
default:
|
||||
@ -962,9 +1024,9 @@ void CAdvMapInt::centerOn(int3 on)
|
||||
terrain.redraw();
|
||||
}
|
||||
|
||||
void CAdvMapInt::centerOn(const CGObjectInstance *obj)
|
||||
void CAdvMapInt::centerOn(const CGObjectInstance *obj, bool fadeIfZChanged /* = false */)
|
||||
{
|
||||
centerOn(obj->getSightCenter());
|
||||
centerOn(obj->getSightCenter(), fadeIfZChanged);
|
||||
}
|
||||
|
||||
void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
|
||||
|
@ -15,6 +15,8 @@ class CGTownInstance;
|
||||
class CHeroWindow;
|
||||
class CSpell;
|
||||
class IShipyard;
|
||||
enum class EMapAnimRedrawStatus;
|
||||
class CFadeAnimation;
|
||||
|
||||
/*****************************/
|
||||
|
||||
@ -48,12 +50,16 @@ public:
|
||||
class CTerrainRect
|
||||
: public CIntObject
|
||||
{
|
||||
SDL_Surface * fadeSurface;
|
||||
EMapAnimRedrawStatus lastRedrawStatus;
|
||||
CFadeAnimation * fadeAnim;
|
||||
public:
|
||||
int tilesw, tilesh; //width and height of terrain to blit in tiles
|
||||
int3 curHoveredTile;
|
||||
int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
|
||||
|
||||
CTerrainRect();
|
||||
virtual ~CTerrainRect();
|
||||
CGPath * currentPath;
|
||||
void deactivate();
|
||||
void clickLeft(tribool down, bool previousState);
|
||||
@ -62,11 +68,15 @@ public:
|
||||
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
|
||||
void show(SDL_Surface * to);
|
||||
void showAll(SDL_Surface * to);
|
||||
void showAnim(SDL_Surface * to);
|
||||
void showPath(const SDL_Rect * extRect, SDL_Surface * to);
|
||||
int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position
|
||||
int3 whichTileIsIt(); //uses current cursor pos
|
||||
/// @returns number of visible tiles on screen respecting current map scaling
|
||||
int3 tileCountOnScreen();
|
||||
/// animates view by caching current surface and crossfading it with normal screen
|
||||
void fadeFromCurrentView();
|
||||
bool needsAnimUpdate();
|
||||
};
|
||||
|
||||
/// Resources bar which shows information about how many gold, crystals,... you have
|
||||
@ -176,8 +186,8 @@ public:
|
||||
|
||||
void select(const CArmedInstance *sel, bool centerView = true);
|
||||
void selectionChanged();
|
||||
void centerOn(int3 on);
|
||||
void centerOn(const CGObjectInstance *obj);
|
||||
void centerOn(int3 on, bool fadeIfZChanged = false);
|
||||
void centerOn(const CGObjectInstance *obj, bool fadeIfZChanged = false);
|
||||
int3 verifyPos(int3 ver);
|
||||
void handleRightClick(std::string text, tribool down);
|
||||
void keyPressed(const SDL_KeyboardEvent & key);
|
||||
|
Loading…
Reference in New Issue
Block a user