#pragma once #include "../gui/CIntObject.h" #include "../gui/SDL_Extensions.h" struct SDL_Surface; struct Rect; class CAnimImage; class CLabel; class CAnimation; class CDefHandler; /* * 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 * */ // 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 operator SDL_Surface*() { 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); void showAll(SDL_Surface * to); void convertToScreenBPP(); void colorizeAndConvert(PlayerColor player); void colorize(PlayerColor player); }; /// area filled with specific texture class CFilledTexture : CIntObject { SDL_Surface * texture; public: CFilledTexture(std::string imageName, Rect position); ~CFilledTexture(); void showAll(SDL_Surface *to); }; /// Class for displaying one image from animation class CAnimImage: public CIntObject { private: CAnimation* anim; //displayed frame/group size_t frame; size_t group; PlayerColor player; ui8 flags; void init(); public: CAnimImage(std::string name, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0); CAnimImage(CAnimation* anim, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0); ~CAnimImage();//d-tor //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); }; /// 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 USE_RLE=8, //RLE-d version, support full alpha-channel for 8-bit images PLAYER_COLORED=16, //TODO: all loaded images will be player-colored PLAY_ONCE=32 //play animation only once and stop at last frame }; protected: CAnimation * 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); void showAll(SDL_Surface * to); }; /// Creature-dependend animations like attacking, moving,... class CCreatureAnim: public CShowableAnim { public: enum EHeroAnimType { HERO_HOLDING = 0, HERO_IDLE = 1, // idling movement that happens from time to time HERO_DEFEAT = 2, // played when army loses stack or on friendly fire HERO_VICTORY = 3, // when enemy stack killed or huge damage is dealt HERO_CAST_SPELL = 4 // spellcasting }; enum EAnimType // list of creature animations, numbers were taken from def files { MOVING=0, MOUSEON=1, HOLDING=2, HITTED=3, DEFENCE=4, DEATH=5, //DEATH2=6, //unused? TURN_L=7, TURN_R=8, //same //TURN_L2=9, //identical to previous? //TURN_R2=10, ATTACK_UP=11, ATTACK_FRONT=12, ATTACK_DOWN=13, SHOOT_UP=14, SHOOT_FRONT=15, SHOOT_DOWN=16, CAST_UP=17, CAST_FRONT=18, CAST_DOWN=19, MOVE_START=20, MOVE_END=21, DEAD = 22 // new group, used to show dead stacks. If empty - last frame from "DEATH" will be copied here }; 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(); //add sequence to the end of queue void addLast(EAnimType newType); void startPreview(bool warMachine); //clear queue and set animation to this sequence void clearAndSet(EAnimType type); CCreatureAnim(int x, int y, std::string name, Rect picPos, ui8 flags= USE_RLE, EAnimType = HOLDING ); };