/* * CCreatureAnimation.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/FunctionList.h" #include "../widgets/Images.h" #include "../gui/CAnimation.h" class CIntObject; class CCreatureAnimation; /// Namespace for some common controls of animations namespace AnimationControls { /// get SDL_Color for creature selection borders SDL_Color getBlueBorder(); SDL_Color getGoldBorder(); SDL_Color getNoBorder(); /// creates animation object with preset speed control CCreatureAnimation * getAnimation(const CCreature * creature); /// returns animation speed of specific group, taking in mind game setting (in frames per second) float getCreatureAnimationSpeed(const CCreature * creature, const CCreatureAnimation * anim, size_t groupID); /// returns how far projectile should move each frame /// TODO: make it time-based float getProjectileSpeed(); /// returns speed of any spell effects, including any special effects like morale (in frames per second) float getSpellEffectSpeed(); /// returns duration of full movement animation, in seconds. Needed to move animation on screen float getMovementDuration(const CCreature * creature); /// Returns distance on which flying creatures should during one animation loop float getFlightDistance(const CCreature * creature); } /// Class which manages animations of creatures/units inside battles /// TODO: split into constant image container and class that does *control* of animation class CCreatureAnimation : public CIntObject { public: typedef std::function TSpeedController; private: std::string name; std::shared_ptr forward; std::shared_ptr reverse; int fullWidth; int fullHeight; // speed of animation, measure in frames per second float speed; // currently displayed frame. Float to allow H3-style animations where frames // don't display for integer number of frames float currentFrame; // cumulative, real-time duration of animation. Used for effects like selection border float elapsedTime; CCreatureAnim::EAnimType type; //type of animation being displayed // border color, disabled if alpha = 0 SDL_Color border; TSpeedController speedController; bool once; // animation will be played once and the reset to idling void endAnimation(); void genBorderPalette(IImage::BorderPallete & target); public: // function(s) that will be called when animation ends, after reset to 1st frame // NOTE that these function will be fired only once CFunctionList onAnimationReset; int getWidth() const; int getHeight() const; /// Constructor /// name - path to .def file, relative to SPRITES/ directory /// controller - function that will return for how long *each* frame /// in specified group of animation should be played, measured in seconds CCreatureAnimation(const std::string & name_, TSpeedController speedController); void setType(CCreatureAnim::EAnimType type); //sets type of animation and cleares framecount CCreatureAnim::EAnimType getType() const; //returns type of animation void nextFrame(SDL_Surface * dest, bool attacker); // should be called every frame, return true when animation was reset to beginning bool incrementFrame(float timePassed); void setBorderColor(SDL_Color palette); float getCurrentFrame() const; // Gets the current frame ID relative to frame group. void playOnce(CCreatureAnim::EAnimType type); //plays once given stage of animation, then resets to 2 int framesInGroup(CCreatureAnim::EAnimType group) const; //retirns number of fromes in given group void pause(); void play(); //helpers. TODO: move them somewhere else bool isDead() const; bool isIdle() const; bool isMoving() const; bool isShooting() const; };