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Map edge drawing converted to CAnimation
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parent
46196daa07
commit
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@ -174,8 +174,6 @@ void CMapHandler::prepareFOWDefs()
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FoWpartialHide.resize(size);
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for(size_t frame = 0; frame < size; frame++)
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FoWpartialHide[frame] = graphics->fogOfWarPartialHide->getImage(frame);
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}
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EMapAnimRedrawStatus CMapHandler::drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim /* = false */)
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@ -228,31 +226,32 @@ void CMapHandler::roadsRiverTerrainInit()
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void CMapHandler::borderAndTerrainBitmapInit()
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{
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CDefHandler * bord = CDefHandler::giveDef("EDG.DEF");
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bord->notFreeImgs = true;
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terrainGraphics.resize(10);
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for (int i = 0; i < 10 ; i++)
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egdeImages.resize(egdeAnimation->size(0));
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for(size_t i = 0; i < egdeImages.size(); i++)
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egdeImages[i] = egdeAnimation->getImage(i);
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edgeFrames.resize(sizes.x, frameW, frameW);
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for (int i=0-frameW;i<edgeFrames.size()-frameW;i++)
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{
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CDefHandler *hlp = CDefHandler::giveDef(nameFromType(i));
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terrainGraphics[i].resize(hlp->ourImages.size());
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hlp->notFreeImgs = true;
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for(size_t j=0; j < hlp->ourImages.size(); ++j)
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terrainGraphics[i][j] = hlp->ourImages[j].bitmap;
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delete hlp;
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edgeFrames[i].resize(sizes.y, frameH, frameH);
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}
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for (int i=0-frameW;i<edgeFrames.size()-frameW;i++)
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{
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for (int j=0-frameH;j<(int)sizes.y+frameH;j++)
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edgeFrames[i][j].resize(sizes.z, 0, 0);
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}
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auto & rand = CRandomGenerator::getDefault();
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for (int i=0-frameW; i<sizes.x+frameW; i++) //by width
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{
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for (int j=0-frameH; j<sizes.y+frameH;j++) //by height
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{
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for(int k=0; k<sizes.z; ++k) //by levles
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for(int k=0; k<sizes.z; ++k) //by levels
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{
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ui8 terBitmapNum = 0;
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if(i < 0 || i > (sizes.x-1) || j < 0 || j > (sizes.y-1))
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{
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int terBitmapNum = -1;
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auto & rand = CRandomGenerator::getDefault();
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if(i==-1 && j==-1)
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terBitmapNum = 16;
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else if(i==-1 && j==(sizes.y))
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@ -272,16 +271,22 @@ void CMapHandler::borderAndTerrainBitmapInit()
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else
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terBitmapNum = rand.nextInt(15);
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if(terBitmapNum != -1)
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{
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ttiles[i][j][k].terbitmap = bord->ourImages[terBitmapNum].bitmap;
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continue;
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}
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}
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edgeFrames[i][j][k] = terBitmapNum;
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}
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}
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}
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delete bord;
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terrainGraphics.resize(10);
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for (int i = 0; i < 10 ; i++)
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{
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CDefHandler *hlp = CDefHandler::giveDef(nameFromType(i));
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terrainGraphics[i].resize(hlp->ourImages.size());
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hlp->notFreeImgs = true;
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for(size_t j=0; j < hlp->ourImages.size(); ++j)
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terrainGraphics[i][j] = hlp->ourImages[j].bitmap;
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delete hlp;
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}
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}
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void CMapHandler::initObjectRects()
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@ -791,7 +796,7 @@ CMapHandler::CMapPuzzleViewBlitter::CMapPuzzleViewBlitter(CMapHandler * parent)
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void CMapHandler::CMapBlitter::drawFrame(SDL_Surface * targetSurf) const
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{
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Rect destRect(realTileRect);
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drawElement(EMapCacheType::FRAME, parent->ttiles[pos.x][pos.y][topTile.z].terbitmap, nullptr, targetSurf, &destRect);
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drawElement(EMapCacheType::FRAME, parent->egdeImages[parent->edgeFrames[pos.x][pos.y][topTile.z]], nullptr, targetSurf, &destRect);
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}
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void CMapHandler::CMapBlitter::drawOverlayEx(SDL_Surface * targetSurf)
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@ -1452,6 +1457,9 @@ CMapHandler::CMapHandler()
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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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egdeAnimation = make_unique<CAnimation>("EDG");
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egdeAnimation->preload();
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}
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void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terName )
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@ -1567,10 +1575,6 @@ intptr_t CMapHandler::CMapCache::genKey(intptr_t realPtr, ui8 mod)
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return (intptr_t)(realPtr ^ (mod << (sizeof(intptr_t) - 2))); // maybe some cleaner method to pack rotation into cache key?
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}
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TerrainTile2::TerrainTile2()
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:terbitmap(nullptr)
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{}
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bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
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{
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if (!a)
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@ -80,10 +80,7 @@ struct TerrainTileObject
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struct TerrainTile2
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{
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SDL_Surface * terbitmap; //bitmap of terrain
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std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
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TerrainTile2();
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};
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struct MapDrawingInfo
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@ -366,15 +363,20 @@ public:
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int offsetX;
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int offsetY;
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//Fog of War cache (not owned)
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std::vector<const IImage *> FoWfullHide;
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std::vector<const IImage *> FoWpartialHide;
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std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
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std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type]
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std::vector<CDefEssential *> roadDefs;
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std::vector<CDefEssential *> staticRiverDefs;
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std::vector<std::vector<std::vector<ui8> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
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//Fog of War cache (not owned)
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std::vector<const IImage *> FoWfullHide;
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std::vector<std::vector<std::vector<ui8> > > hideBitmap; //frame indexes (in FoWfullHide) of graphic that should be used to fully hide a tile
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std::vector<const IImage *> FoWpartialHide;
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//edge graphics
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std::unique_ptr<CAnimation> egdeAnimation;
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std::vector<const IImage *> egdeImages;//cache of links to egdeAnimation (for faster access)
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PseudoV< PseudoV< PseudoV <ui8> > > edgeFrames; //frame indexes (in egdeImages) of tile outside of map
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mutable std::map<const CGObjectInstance*, ui8> animationPhase;
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