/* * Animation.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 //code is copied from vcmiclient/CAnimation.h with minimal changes #include "../lib/GameConstants.h" #include #include VCMI_LIB_NAMESPACE_BEGIN class JsonNode; VCMI_LIB_NAMESPACE_END /* * Base class for images, can be used for non-animation pictures as well */ class DefFile; /// Class for handling animation class Animation { 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: Animation(std::string Name); Animation(); ~Animation(); //duplicates frame at [sourceGroup, sourceFrame] as last frame in targetGroup //and loads it if animation is preloaded void duplicateImage(size_t sourceGroup, size_t sourceFrame, size_t targetGroup); // adjust the color of the animation, used in battle spell effects, e.g. Cloned objects //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; //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); void exportBitmaps(const QDir & path) const; //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); };