/* * CAnimation.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/vcmi_endian.h" #include "Geometries.h" #include "../../lib/GameConstants.h" struct SDL_Surface; class JsonNode; class CDefFile; class ColorShifter; /* * Base class for images, can be used for non-animation pictures as well */ class IImage { public: using BorderPallete = std::array; //draws image on surface "where" at position virtual void draw(SDL_Surface * where, int posX = 0, int posY = 0, Rect * src = nullptr, ui8 alpha = 255) const=0; virtual void draw(SDL_Surface * where, SDL_Rect * dest, SDL_Rect * src, ui8 alpha = 255) const = 0; virtual std::shared_ptr scaleFast(float scale) const = 0; virtual void exportBitmap(const boost::filesystem::path & path) const = 0; //Change palette to specific player virtual void playerColored(PlayerColor player)=0; //set special color for flag virtual void setFlagColor(PlayerColor player)=0; virtual int width() const=0; virtual int height() const=0; //only indexed bitmaps, 16 colors maximum virtual void shiftPalette(int from, int howMany) = 0; virtual void adjustPalette(ColorShifter * shifter) = 0; virtual void resetPalette() = 0; //only indexed bitmaps, colors 5,6,7 must be special virtual void setBorderPallete(const BorderPallete & borderPallete) = 0; virtual void horizontalFlip() = 0; virtual void verticalFlip() = 0; IImage(); virtual ~IImage(); }; /// Class for handling animation class CAnimation { private: //source[group][position] - file with this frame, if string is empty - image located in def file std::map > source; //bitmap[group][position], store objects with loaded bitmaps std::map > > images; //animation file name std::string name; bool preloaded; std::shared_ptr defFile; //loader, will be called by load(), require opened def file for loading from it. Returns true if image is loaded bool loadFrame(size_t frame, size_t group); //unloadFrame, returns true if image has been unloaded ( either deleted or decreased refCount) bool unloadFrame(size_t frame, size_t group); //initialize animation from file void initFromJson(const JsonNode & input); void init(); //to get rid of copy-pasting error message :] void printError(size_t frame, size_t group, std::string type) const; //not a very nice method to get image from another def file //TODO: remove after implementing resource manager std::shared_ptr getFromExtraDef(std::string filename); public: CAnimation(std::string Name); CAnimation(); ~CAnimation(); //duplicates frame at [sourceGroup, sourceFrame] as last frame in targetGroup //and loads it if animation is preloaded void duplicateImage(const size_t sourceGroup, const size_t sourceFrame, const size_t targetGroup); // adjust the color of the animation, used in battle spell effects, e.g. Cloned objects void shiftColor(ColorShifter* shifter); //add custom surface to the selected position. void setCustom(std::string filename, size_t frame, size_t group=0); std::shared_ptr getImage(size_t frame, size_t group=0, bool verbose=true) const; void exportBitmaps(const boost::filesystem::path & path) const; //all available frames void load (); void unload(); void preload(); //all frames from group void loadGroup (size_t group); void unloadGroup(size_t group); //single image void load (size_t frame, size_t group=0); void unload(size_t frame, size_t group=0); //total count of frames in group (including not loaded) size_t size(size_t group=0) const; void horizontalFlip(); void verticalFlip(); void playerColored(PlayerColor player); void createFlippedGroup(const size_t sourceGroup, const size_t targetGroup); }; const float DEFAULT_DELTA = 0.05f; class CFadeAnimation { public: enum class EMode { NONE, IN, OUT }; private: float delta; SDL_Surface * fadingSurface; bool fading; float fadingCounter; bool shouldFreeSurface; float initialCounter() const; bool isFinished() const; public: EMode fadingMode; CFadeAnimation(); ~CFadeAnimation(); void init(EMode mode, SDL_Surface * sourceSurface, bool freeSurfaceAtEnd = false, float animDelta = DEFAULT_DELTA); void update(); void draw(SDL_Surface * targetSurface, const SDL_Rect * sourceRect, SDL_Rect * destRect); bool isFading() const { return fading; } };