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vcmi/client/battle/CreatureAnimation.h

159 lines
5.1 KiB
C++

/*
* 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 "../../lib/Color.h"
#include "../widgets/Images.h"
#include "../render/CAnimation.h"
#include "../render/IImage.h"
class CIntObject;
class CreatureAnimation;
class Canvas;
/// Namespace for some common controls of animations
namespace AnimationControls
{
/// get color for creature selection borders
ColorRGBA getBlueBorder();
ColorRGBA getGoldBorder();
ColorRGBA getNoBorder();
/// returns animation speed factor according to game settings,
/// slow speed is considered to be "base speed" and will return 1.0
float getAnimationSpeedFactor();
/// creates animation object with preset speed control
std::shared_ptr<CreatureAnimation> 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, ECreatureAnimType groupID);
/// returns how far projectile should move per second, in pixels per second
float getProjectileSpeed();
/// returns how far projectile should move per second, in pixels per second
float getRayProjectileSpeed();
/// returns speed of catapult projectile, in pixels per second, on a straight line, without parabola correction
float getCatapultSpeed();
/// returns speed of any spell effects, including any special effects like morale (in frames per second)
float getSpellEffectSpeed();
/// returns speed of movement animation across the screen, in tiles per second
float getMovementDistance(const CCreature * creature);
/// returns speed of movement animation across the screen, in pixels per seconds
float getFlightDistance(const CCreature * creature);
/// Returns total time for full fade-in effect on newly summoned creatures, in seconds
float getFadeInDuration();
/// Returns animation speed for obstacles, in frames per second
float getObstaclesSpeed();
}
/// 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:
using TSpeedController = std::function<float(CreatureAnimation *, ECreatureAnimType)>;
private:
AnimationPath name;
/// animation for rendering stack in default orientation - facing right
std::shared_ptr<CAnimation> forward;
/// animation that has all its frames flipped for rendering stack facing left
std::shared_ptr<CAnimation> 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;
float animationEnd;
/// cumulative, real-time duration of animation. Used for effects like selection border
float elapsedTime;
///type of animation being displayed
ECreatureAnimType type;
/// current value of shadow transparency
uint8_t shadowAlpha;
/// border color, disabled if alpha = 0
ColorRGBA border;
TSpeedController speedController;
/// animation will be played once and the reset to idling
bool once;
void endAnimation();
void genSpecialPalette(IImage::SpecialPalette & 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<void()> 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 AnimationPath & name_, TSpeedController speedController);
/// sets type of animation and resets framecount
void setType(ECreatureAnimType type);
/// returns currently rendered type of animation
ECreatureAnimType getType() const;
void nextFrame(Canvas & canvas, const ColorFilter & shifter, bool facingRight);
/// should be called every frame, return true when animation was reset to beginning
bool incrementFrame(float timePassed);
void setBorderColor(ColorRGBA palette);
/// Gets the current frame ID within current group.
float getCurrentFrame() const;
/// plays once given type of animation, then resets to idle
void playOnce(ECreatureAnimType type);
/// returns number of frames in selected animation type
int framesInGroup(ECreatureAnimType group) const;
void playUntil(size_t frameIndex);
/// 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;
};