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94 lines
2.6 KiB
C++
94 lines
2.6 KiB
C++
/*
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* CAnimation.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/GameConstants.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class JsonNode;
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VCMI_LIB_NAMESPACE_END
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class CDefFile;
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class IImage;
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/// Class for handling animation
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class CAnimation
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{
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private:
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//source[group][position] - file with this frame, if string is empty - image located in def file
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std::map<size_t, std::vector <JsonNode> > source;
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//bitmap[group][position], store objects with loaded bitmaps
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std::map<size_t, std::map<size_t, std::shared_ptr<IImage> > > images;
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//animation file name
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std::string name;
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bool preloaded;
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std::shared_ptr<CDefFile> defFile;
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//loader, will be called by load(), require opened def file for loading from it. Returns true if image is loaded
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bool loadFrame(size_t frame, size_t group);
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//unloadFrame, returns true if image has been unloaded ( either deleted or decreased refCount)
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bool unloadFrame(size_t frame, size_t group);
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//initialize animation from file
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void initFromJson(const JsonNode & input);
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void init();
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//to get rid of copy-pasting error message :]
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void printError(size_t frame, size_t group, std::string type) const;
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//not a very nice method to get image from another def file
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//TODO: remove after implementing resource manager
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std::shared_ptr<IImage> getFromExtraDef(std::string filename);
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public:
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CAnimation(std::string Name);
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CAnimation();
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~CAnimation();
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//duplicates frame at [sourceGroup, sourceFrame] as last frame in targetGroup
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//and loads it if animation is preloaded
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void duplicateImage(const size_t sourceGroup, const size_t sourceFrame, const size_t targetGroup);
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//add custom surface to the selected position.
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void setCustom(std::string filename, size_t frame, size_t group=0);
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std::shared_ptr<IImage> getImage(size_t frame, size_t group=0, bool verbose=true) const;
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void exportBitmaps(const boost::filesystem::path & path) const;
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//all available frames
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void load ();
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void unload();
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void preload();
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//all frames from group
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void loadGroup (size_t group);
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void unloadGroup(size_t group);
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//single image
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void load (size_t frame, size_t group=0);
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void unload(size_t frame, size_t group=0);
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//total count of frames in group (including not loaded)
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size_t size(size_t group=0) const;
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void horizontalFlip();
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void verticalFlip();
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void playerColored(PlayerColor player);
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void createFlippedGroup(const size_t sourceGroup, const size_t targetGroup);
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};
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