#ifndef __CANIMATION_H__ #define __CANIMATION_H__ #include #include #include #include #include #include "../global.h" #include "GUIBase.h" /* * 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 * */ struct SDL_Surface; struct BMPPalette; //class for def loading, methods are based on CDefHandler //after loading will store general info (palette and frame offsets) and pointer to file itself class CDefFile { private: struct SSpriteDef { ui32 prSize; ui32 defType2; ui32 FullWidth; ui32 FullHeight; ui32 SpriteWidth; ui32 SpriteHeight; ui32 LeftMargin; ui32 TopMargin; }; unsigned int type; unsigned char * data; int datasize; BMPPalette * colors; //offset[group][frame] - offset of frame data in file std::vector< std::vector > offset; //sorted list of offsets used to determine size std::set offList; public: CDefFile(std::string Name); ~CDefFile(); //true if file was opened correctly bool loaded() const; //get copy of palette to unpack compressed animation BMPPalette * getPalette(); //true if frame is present in it bool haveFrame(size_t frame, size_t group) const; //get copy of binary data unsigned char * getFrame(size_t frame, size_t group) const; //load frame as SDL_Surface SDL_Surface * loadFrame(size_t frame, size_t group) const ; //static version of previous one for calling from compressed anim static SDL_Surface * loadFrame(const unsigned char * FDef, const BMPPalette * palette); }; // Class for handling animation. class CAnimation { private: //internal structure to hold all data of specific frame struct AnimEntry { //surface for this entry SDL_Surface * surf; //bitfield, location of image data: 1 - def, 2 - file#9.*, 4 - file#9#2.* unsigned char source; //reference count, changed by loadFrame \ unloadFrame size_t refCount; //data for CompressedAnim unsigned char * data; //size of compressed data, unused for def files size_t dataSize; AnimEntry(); }; //animation file name std::string name; //if true all frames will be stored in compressed state const bool compressed; //palette from def file, used only for compressed anim BMPPalette * defPalette; //entries[group][position], store all info regarding frames std::vector< std::vector > entries; //loader, will be called by load(), require opened def file for loading from it. Returns true if image is loaded bool loadFrame(CDefFile * file, 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); //decompress entry data void decompress(AnimEntry &entry); //initialize animation from file void init(CDefFile * file); //try to open def file CDefFile * getFile() const; //to get rid of copy-pasting error message :] void printError(size_t frame, size_t group, std::string type) const; public: CAnimation(std::string Name, bool Compressed = false); CAnimation(); ~CAnimation(); //add custom surface to the end of specific group. If shared==true surface needs to be deleted //somewhere outside of CAnim as well (SDL_Surface::refcount will be increased) void add(SDL_Surface * surf, bool shared=false, size_t group=0); //removes all surfaces which have compressed data void removeDecompressed(size_t frame, size_t group); //get pointer to surface, this function ignores groups (like ourImages in DefHandler) SDL_Surface * image (size_t frame); //get pointer to surface, from specific group SDL_Surface * image(size_t frame, size_t group); //removes all frames as well as their entries void clear(); //all available frames void load (); void unload(); //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); //list of frames (first = group ID, second = frame ID) void load (std::vector > frames); void unload(std::vector > frames); //helper to fix frame order on some buttons void fixButtonPos(); //size of specific group, 0 if not present size_t groupSize(size_t group) const; //total count of frames in whole anim size_t size() const; }; /* //Class for displaying one image from animation class CAnimImage: public CIntObject { private: CAnimation anim; size_t frame;//displayed frame/group size_t group; public: CAnimImage(int x, int y, std::string name, size_t Frame, size_t Group=0);//c-tor ~CAnimImage();//d-tor //change displayed frame on this one void setFrame(size_t Frame, size_t Group=0); void show(SDL_Surface *to); //TODO: showAll(); }; */ //Base class for displaying animation, used as superclass for different animations class CShowableAnim: public CIntObject { public: enum EFlags { FLAG_BASE=1, //base frame will be blitted before current one FLAG_COMPRESSED=2, //animations will be loaded in compressed state FLAG_ROTATED=4, //will be displayed rotated FLAG_ALPHA=8, //if image is 8bbp it will be printed with transparency (0=opaque, 255=transparent) FLAG_USERLE=16, //not used for now, enable RLE compression from SDL FLAG_PREVIEW=32 //for creatures only: several animation (move, attack, defence...) will be randomly selected }; protected: CAnimation anim; size_t group, frame;//current frame size_t first, last; //animation range unsigned char flags;//flags from EFlags enum unsigned int frameDelay;//delay in frames of each image unsigned int value;//how many times current frame was showed //blit image with optional rotation, fitting into rect, etc void blitImage(SDL_Surface *what, SDL_Surface *to); //For clipping in rect, offsets of picture coordinates int xOffset, yOffset; public: //called when next animation sequence is required boost::function callback; CShowableAnim(int x, int y, std::string name, unsigned char flags, unsigned int 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 flag void rotate(bool on); //move displayed part of picture (if picture is clipped to rect) void movePic( int byX, int byY); //set frame to first, call callback virtual void reset(); //show current frame and increase counter void show(SDL_Surface *to); void showAll(SDL_Surface *to); }; class CCreatureAnim: public CShowableAnim { public: enum EAnimType // list of creature animations, numbers were taken from def files { ANIM_MOVING=0, //will automatically add MOVE_START and MOVE_END to queue ANIM_MOUSEON=1, ANIM_HOLDING=2, ANIM_HITTED=3, ANIM_DEFENCE=4, ANIM_DEATH=5, //ANIM_DEATH2=6, //unused? ANIM_TURN_L=7, //will automatically play second part of anim and rotate creature ANIM_TURN_R=8, //same //ANIM_TURN_L2=9, //identical to previous? //ANIM_TURN_R2=10, ANIM_ATTACK_UP=11, ANIM_ATTACK_FRONT=12, ANIM_ATTACK_DOWN=13, ANIM_SHOOT_UP=14, ANIM_SHOOT_FRONT=15, ANIM_SHOOT_DOWN=16, ANIM_CAST_UP=17, ANIM_CAST_FRONT=18, ANIM_CAST_DOWN=19, ANIM_2HEX_ATTACK_UP=17, ANIM_2HEX_ATTACK_FRONT=18, ANIM_2HEX_ATTACK_DOWN=19, ANIM_MOVE_START=20, //no need to use this two directly - ANIM_MOVING will be enought ANIM_MOVE_END=21 }; private: // queue of animations waiting to be displayed std::queue queue; //this funcction is used as callback if preview flag was set during construction void loopPreview(); public: //change anim to next if queue is not empty, call callback othervice void reset(); //add sequence to the end of queue void addLast(EAnimType newType); //clear queue and set animation to this sequence void clearAndSet(EAnimType type); CCreatureAnim(int x, int y, std::string name, unsigned char flags=FLAG_COMPRESSED | FLAG_ALPHA | FLAG_PREVIEW, EAnimType type=ANIM_HOLDING); }; #endif // __CANIMATIONHANDLER_H__