#include "StdInc.h" #include "Graphics.h" #include "../lib/filesystem/Filesystem.h" #include "../lib/filesystem/CBinaryReader.h" #include "CDefHandler.h" #include "gui/SDL_Extensions.h" #include #include "../lib/CThreadHelper.h" #include "CGameInfo.h" #include "../lib/VCMI_Lib.h" #include "../CCallback.h" #include "../lib/CHeroHandler.h" #include "../lib/CTownHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CCreatureHandler.h" #include "CBitmapHandler.h" #include "../lib/spells/CSpellHandler.h" #include "../lib/CGameState.h" #include "../lib/JsonNode.h" #include "../lib/vcmi_endian.h" #include "../lib/GameConstants.h" #include "../lib/CStopWatch.h" #include "../lib/mapObjects/CObjectClassesHandler.h" using namespace CSDL_Ext; #ifdef min #undef min #endif #ifdef max #undef max #endif /* * Graphics.cpp, 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 * */ Graphics * graphics = nullptr; void Graphics::loadPaletteAndColors() { auto textFile = CResourceHandler::get()->load(ResourceID("DATA/PLAYERS.PAL"))->readAll(); std::string pals((char*)textFile.first.get(), textFile.second); playerColorPalette = new SDL_Color[256]; neutralColor = new SDL_Color; playerColors = new SDL_Color[PlayerColor::PLAYER_LIMIT_I]; int startPoint = 24; //beginning byte; used to read for(int i=0; i<256; ++i) { SDL_Color col; col.r = pals[startPoint++]; col.g = pals[startPoint++]; col.b = pals[startPoint++]; col.a = SDL_ALPHA_OPAQUE; startPoint++; playerColorPalette[i] = col; } neutralColorPalette = new SDL_Color[32]; auto stream = CResourceHandler::get()->load(ResourceID("config/NEUTRAL.PAL")); CBinaryReader reader(stream.get()); for(int i=0; i<32; ++i) { neutralColorPalette[i].r = reader.readUInt8(); neutralColorPalette[i].g = reader.readUInt8(); neutralColorPalette[i].b = reader.readUInt8(); reader.readUInt8(); // this is "flags" entry, not alpha neutralColorPalette[i].a = SDL_ALPHA_OPAQUE; } //colors initialization SDL_Color colors[] = { {0xff,0, 0, SDL_ALPHA_OPAQUE}, {0x31,0x52,0xff,SDL_ALPHA_OPAQUE}, {0x9c,0x73,0x52,SDL_ALPHA_OPAQUE}, {0x42,0x94,0x29,SDL_ALPHA_OPAQUE}, {0xff,0x84,0, SDL_ALPHA_OPAQUE}, {0x8c,0x29,0xa5,SDL_ALPHA_OPAQUE}, {0x09,0x9c,0xa5,SDL_ALPHA_OPAQUE}, {0xc6,0x7b,0x8c,SDL_ALPHA_OPAQUE}}; for(int i=0;i<8;i++) { playerColors[i] = colors[i]; } //gray neutralColor->r = 0x84; neutralColor->g = 0x84; neutralColor->b = 0x84; neutralColor->a = SDL_ALPHA_OPAQUE; } void Graphics::initializeBattleGraphics() { const JsonNode config(ResourceID("config/battles_graphics.json")); // Reserve enough space for the terrains int idx = config["backgrounds"].Vector().size(); battleBacks.resize(idx+1); // 1 to idx, 0 is unused idx = 1; for(const JsonNode &t : config["backgrounds"].Vector()) { battleBacks[idx].push_back(t.String()); idx++; } //initialization of AC->def name mapping for(const JsonNode &ac : config["ac_mapping"].Vector()) { int ACid = ac["id"].Float(); std::vector< std::string > toAdd; for(const JsonNode &defname : ac["defnames"].Vector()) { toAdd.push_back(defname.String()); } battleACToDef[ACid] = toAdd; } } Graphics::Graphics() { #if 0 std::vector tasks; //preparing list of graphics to load tasks += std::bind(&Graphics::loadFonts,this); tasks += std::bind(&Graphics::loadPaletteAndColors,this); tasks += std::bind(&Graphics::loadHeroFlags,this); tasks += std::bind(&Graphics::initializeBattleGraphics,this); tasks += std::bind(&Graphics::loadErmuToPicture,this); tasks += std::bind(&Graphics::initializeImageLists,this); tasks += GET_DEF_ESS(resources32,"RESOURCE.DEF"); tasks += GET_DEF_ESS(heroMoveArrows,"ADAG.DEF"); CThreadHelper th(&tasks,std::max((ui32)1,boost::thread::hardware_concurrency())); th.run(); #else loadFonts(); loadPaletteAndColors(); loadHeroFlags(); initializeBattleGraphics(); loadErmuToPicture(); initializeImageLists(); resources32 = CDefHandler::giveDefEss("RESOURCE.DEF"); heroMoveArrows = CDefHandler::giveDefEss("ADAG.DEF"); #endif for(auto & elem : heroMoveArrows->ourImages) { CSDL_Ext::alphaTransform(elem.bitmap); } } void Graphics::loadHeroAnims() { //first - group number to be rotated1, second - group number after rotation1 std::vector > rotations = { {6,10}, {7,11}, {8,12}, {1,13}, {2,14}, {3,15} }; for(auto & elem : CGI->heroh->classes.heroClasses) { for (auto & templ : VLC->objtypeh->getHandlerFor(Obj::HERO, elem->id)->getTemplates()) { if (!heroAnims.count(templ.animationFile)) heroAnims[templ.animationFile] = loadHeroAnim(templ.animationFile, rotations); } } boatAnims.push_back(loadHeroAnim("AB01_.DEF", rotations)); boatAnims.push_back(loadHeroAnim("AB02_.DEF", rotations)); boatAnims.push_back(loadHeroAnim("AB03_.DEF", rotations)); } CDefEssential * Graphics::loadHeroAnim( const std::string &name, const std::vector > &rotations) { CDefEssential *anim = CDefHandler::giveDefEss(name); int pom = 0; //how many groups has been rotated for(int o=7; pom<6; ++o) { for(int p=0;p<6;p++) { if(anim->ourImages[o].groupNumber == rotations[p].first) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::verticalFlip(anim->ourImages[o+e].bitmap); nci.groupNumber = rotations[p].second; nci.imName = std::string(); anim->ourImages.push_back(nci); if(pom>2) //we need only one frame for groups 13/14/15 break; } if(pom<3) //there are eight frames of animtion of groups 6/7/8 so for speed we'll skip them o+=8; else //there is only one frame of 1/2/3 o+=1; ++pom; if(p==2 && pom<4) //group1 starts at index 1 o = 1; } } } for(auto & elem : anim->ourImages) { CSDL_Ext::alphaTransform(elem.bitmap); } return anim; } void Graphics::loadHeroFlagsDetail(std::pair Graphics::*, std::vector > &pr, bool mode) { for(int i=0;i<8;i++) (this->*pr.first).push_back(CDefHandler::giveDefEss(pr.second[i])); //first - group number to be rotated1, second - group number after rotation1 std::vector > rotations = { {6,10}, {7,11}, {8,12} }; for(int q=0; q<8; ++q) { std::vector &curImgs = (this->*pr.first)[q]->ourImages; for(size_t o=0; o Graphics::*, std::vector > pr[4] = { { &Graphics::flags1, {"ABF01L.DEF","ABF01G.DEF","ABF01R.DEF","ABF01D.DEF","ABF01B.DEF", "ABF01P.DEF","ABF01W.DEF","ABF01K.DEF"} }, { &Graphics::flags2, {"ABF02L.DEF","ABF02G.DEF","ABF02R.DEF","ABF02D.DEF","ABF02B.DEF", "ABF02P.DEF","ABF02W.DEF","ABF02K.DEF"} }, { &Graphics::flags3, {"ABF03L.DEF","ABF03G.DEF","ABF03R.DEF","ABF03D.DEF","ABF03B.DEF", "ABF03P.DEF","ABF03W.DEF","ABF03K.DEF"} }, { &Graphics::flags4, {"AF00.DEF","AF01.DEF","AF02.DEF","AF03.DEF","AF04.DEF", "AF05.DEF","AF06.DEF","AF07.DEF"} } }; #if 0 boost::thread_group grupa; for(int g=3; g>=0; --g) { grupa.create_thread(std::bind(&Graphics::loadHeroFlagsDetail, this, std::ref(pr[g]), true)); } grupa.join_all(); #else for(auto p: pr) { loadHeroFlagsDetail(p,true); } #endif logGlobal->infoStream() << "Loading and transforming heroes' flags: "<format->palette) { SDL_Color *palette = nullptr; if(player < PlayerColor::PLAYER_LIMIT) { palette = playerColorPalette + 32*player.getNum(); } else if(player == PlayerColor::NEUTRAL) { palette = neutralColorPalette; } else { logGlobal->errorStream() << "Wrong player id in blueToPlayersAdv (" << player << ")!"; return; } SDL_SetColors(sur, palette, 224, 32); } else { //TODO: implement. H3 method works only for images with palettes. // Add some kind of player-colored overlay? // Or keep palette approach here and replace only colors of specific value(s) // Or just wait for OpenGL support? logGlobal->warnStream() << "Image must have palette to be player-colored!"; } } void Graphics::loadFonts() { const JsonNode config(ResourceID("config/fonts.json")); const JsonVector & bmpConf = config["bitmap"].Vector(); const JsonNode & ttfConf = config["trueType"]; const JsonNode & hanConf = config["bitmapHan"]; assert(bmpConf.size() == FONTS_NUMBER); for (size_t i=0; iappearance.animationFile]; } CDefEssential * Graphics::getDef( const ObjectTemplate & info ) { return advmapobjGraphics[info.animationFile]; } void Graphics::loadErmuToPicture() { //loading ERMU to picture const JsonNode config(ResourceID("config/ERMU_to_picture.json")); int etp_idx = 0; for(const JsonNode &etp : config["ERMU_to_picture"].Vector()) { int idx = 0; for(const JsonNode &n : etp.Vector()) { ERMUtoPicture[idx][etp_idx] = n.String(); idx ++; } assert (idx == ARRAY_COUNT(ERMUtoPicture)); etp_idx ++; } assert (etp_idx == 44); } void Graphics::addImageListEntry(size_t index, std::string listName, std::string imageName) { if (!imageName.empty()) { JsonNode entry; entry["frame"].Float() = index; entry["file"].String() = imageName; imageLists["SPRITES/" + listName]["images"].Vector().push_back(entry); } } void Graphics::initializeImageLists() { for(const CCreature * creature : CGI->creh->creatures) { addImageListEntry(creature->iconIndex, "CPRSMALL", creature->smallIconName); addImageListEntry(creature->iconIndex, "TWCRPORT", creature->largeIconName); } for(const CHero * hero : CGI->heroh->heroes) { addImageListEntry(hero->imageIndex, "UN32", hero->iconSpecSmall); addImageListEntry(hero->imageIndex, "UN44", hero->iconSpecLarge); addImageListEntry(hero->imageIndex, "PORTRAITSLARGE", hero->portraitLarge); addImageListEntry(hero->imageIndex, "PORTRAITSSMALL", hero->portraitSmall); } for(const CArtifact * art : CGI->arth->artifacts) { addImageListEntry(art->iconIndex, "ARTIFACT", art->image); addImageListEntry(art->iconIndex, "ARTIFACTLARGE", art->large); } for(const CFaction * faction : CGI->townh->factions) { if (faction->town) { auto & info = faction->town->clientInfo; addImageListEntry(info.icons[0][0], "ITPT", info.iconLarge[0][0]); addImageListEntry(info.icons[0][1], "ITPT", info.iconLarge[0][1]); addImageListEntry(info.icons[1][0], "ITPT", info.iconLarge[1][0]); addImageListEntry(info.icons[1][1], "ITPT", info.iconLarge[1][1]); addImageListEntry(info.icons[0][0] + 2, "ITPA", info.iconSmall[0][0]); addImageListEntry(info.icons[0][1] + 2, "ITPA", info.iconSmall[0][1]); addImageListEntry(info.icons[1][0] + 2, "ITPA", info.iconSmall[1][0]); addImageListEntry(info.icons[1][1] + 2, "ITPA", info.iconSmall[1][1]); } } for(const CSpell * spell : CGI->spellh->objects) { addImageListEntry(spell->id, "SPELLS", spell->iconBook); addImageListEntry(spell->id+1, "SPELLINT", spell->iconEffect); addImageListEntry(spell->id, "SPELLBON", spell->iconScenarioBonus); addImageListEntry(spell->id, "SPELLSCR", spell->iconScroll); } }