/* * Images.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 "../gui/CIntObject.h" #include "../gui/SDL_Extensions.h" #include "../battle/BattleConstants.h" struct SDL_Surface; struct Rect; class CAnimImage; class CLabel; class CAnimation; class IImage; // Image class class CPicture : public CIntObject { void setSurface(SDL_Surface *to); public: SDL_Surface * bg; Rect * srcRect; //if nullptr then whole surface will be used bool freeSurf; //whether surface will be freed upon CPicture destruction bool needRefresh;//Surface needs to be displayed each frame bool visible; SDL_Surface * getSurface() { return bg; } CPicture(const Rect & r, const SDL_Color & color, bool screenFormat = false); //rect filled with given color CPicture(const Rect & r, ui32 color, bool screenFormat = false); //rect filled with given color CPicture(SDL_Surface * BG, int x = 0, int y=0, bool Free = true); //wrap existing SDL_Surface CPicture(const std::string &bmpname, int x=0, int y=0); CPicture(SDL_Surface *BG, const Rect &SrcRext, int x = 0, int y = 0, bool free = false); //wrap subrect of given surface ~CPicture(); void init(); //set alpha value for whole surface. Note: may be messed up if surface is shared // 0=transparent, 255=opaque void setAlpha(int value); void scaleTo(Point size); void createSimpleRect(const Rect &r, bool screenFormat, ui32 color); void show(SDL_Surface * to) override; void showAll(SDL_Surface * to) override; void convertToScreenBPP(); void colorize(PlayerColor player); }; /// area filled with specific texture class CFilledTexture : public CIntObject { SDL_Surface * texture; public: CFilledTexture(std::string imageName, Rect position); ~CFilledTexture(); void showAll(SDL_Surface *to) override; }; /// Class for displaying one image from animation class CAnimImage: public CIntObject { private: std::shared_ptr anim; //displayed frame/group size_t frame; size_t group; PlayerColor player; ui8 flags; const Point scaledSize; bool isScaled() const; void setSizeFromImage(const IImage &img); void init(); public: bool visible; CAnimImage(const std::string & name, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0); CAnimImage(std::shared_ptr Anim, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0); CAnimImage(std::shared_ptr Anim, size_t Frame, Rect targetPos, size_t Group=0, ui8 Flags=0); ~CAnimImage(); //size of animation size_t size(); //change displayed frame on this one void setFrame(size_t Frame, size_t Group=0); //makes image player-colored void playerColored(PlayerColor player); void showAll(SDL_Surface * to) override; }; /// Base class for displaying animation, used as superclass for different animations class CShowableAnim: public CIntObject { public: enum EFlags { BASE=1, //base frame will be blitted before current one HORIZONTAL_FLIP=2, //TODO: will be displayed rotated VERTICAL_FLIP=4, //TODO: will be displayed rotated PLAYER_COLORED=16, //TODO: all loaded images will be player-colored PLAY_ONCE=32 //play animation only once and stop at last frame }; protected: std::shared_ptr anim; size_t group, frame;//current frame size_t first, last; //animation range //TODO: replace with time delay(needed for battles) ui32 frameDelay;//delay in frames of each image ui32 value;//how many times current frame was showed ui8 flags;//Flags from EFlags enum //blit image with optional rotation, fitting into rect, etc void blitImage(size_t frame, size_t group, SDL_Surface *to); //For clipping in rect, offsets of picture coordinates int xOffset, yOffset; ui8 alpha; public: //called when next animation sequence is required std::function callback; //Set per-surface alpha, 0 = transparent, 255 = opaque void setAlpha(ui32 alphaValue); CShowableAnim(int x, int y, std::string name, ui8 flags=0, ui32 Delay=4, size_t Group=0); ~CShowableAnim(); //set animation to group or part of group bool set(size_t Group); bool set(size_t Group, size_t from, size_t to=-1); //set rotation flags void rotate(bool on, bool vertical=false); //move displayed part of picture (if picture is clipped to rect) void clipRect(int posX, int posY, int width, int height); //set frame to first, call callback virtual void reset(); //show current frame and increase counter void show(SDL_Surface * to) override; void showAll(SDL_Surface * to) override; }; /// Creature-dependend animations like attacking, moving,... class CCreatureAnim: public CShowableAnim { private: //queue of animations waiting to be displayed std::queue queue; //this function is used as callback if preview flag was set during construction void loopPreview(bool warMachine); public: //change anim to next if queue is not empty, call callback othervice void reset() override; //add sequence to the end of queue void addLast(ECreatureAnimType newType); void startPreview(bool warMachine); //clear queue and set animation to this sequence void clearAndSet(ECreatureAnimType type); CCreatureAnim(int x, int y, std::string name, ui8 flags = 0, ECreatureAnimType = ECreatureAnimType::HOLDING); };