/* * 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 CreatureAnimation; class Canvas; /// 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 std::shared_ptr 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 CreatureAnimation * anim, size_t groupID); /// returns how far projectile should move each frame /// TODO: make it time-based float getProjectileSpeed(); /// returns speed of catapult projectile float getCatapultSpeed(); /// 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 CreatureAnimation : public CIntObject { public: typedef std::function TSpeedController; private: std::string name; /// animation for rendering stack in default orientation - facing right std::shared_ptr forward; /// animation that has all its frames flipped for rendering stack facing left 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; ///type of animation being displayed CCreatureAnim::EAnimType type; /// border color, disabled if alpha = 0 SDL_Color border; TSpeedController speedController; /// animation will be played once and the reset to idling bool once; 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 functions 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 CreatureAnimation(const std::string & name_, TSpeedController speedController); /// sets type of animation and resets framecount void setType(CCreatureAnim::EAnimType type); /// returns currently rendered type of animation CCreatureAnim::EAnimType getType() const; void nextFrame(Canvas & canvas, bool facingRight); /// should be called every frame, return true when animation was reset to beginning bool incrementFrame(float timePassed); void setBorderColor(SDL_Color palette); /// apply color tint effect void shiftColor(const ColorShifter * shifter); /// Gets the current frame ID within current group. float getCurrentFrame() const; /// plays once given type of animation, then resets to idle void playOnce(CCreatureAnim::EAnimType type); /// returns number of frames in selected animation type int framesInGroup(CCreatureAnim::EAnimType type) const; void pause(); void play(); /// helpers to classify current type of animation bool isDead() const; bool isDying() const; bool isDeadOrDying() const; bool isIdle() const; bool isMoving() const; bool isShooting() const; };