mirror of
https://github.com/vcmi/vcmi.git
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452e28d183
This of course was tested and shouldn't break anything
529 lines
10 KiB
C++
529 lines
10 KiB
C++
#include "StdInc.h"
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#include "Images.h"
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#include "MiscWidgets.h"
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#include "../gui/CAnimation.h"
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#include "../gui/SDL_Pixels.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CCursorHandler.h"
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#include "../battle/CBattleInterface.h"
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#include "../battle/CBattleInterfaceClasses.h"
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#include "../CBitmapHandler.h"
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#include "../Graphics.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../CMessage.h"
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#include "../CMusicHandler.h"
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#include "../windows/CAdvmapInterface.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CGeneralTextHandler.h" //for Unicode related stuff
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#include "../../lib/CRandomGenerator.h"
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/*
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* Images.cpp, 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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CPicture::CPicture( SDL_Surface *BG, int x, int y, bool Free )
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{
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init();
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bg = BG;
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freeSurf = Free;
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pos.x += x;
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pos.y += y;
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pos.w = BG->w;
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pos.h = BG->h;
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}
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CPicture::CPicture( const std::string &bmpname, int x, int y )
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{
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init();
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bg = BitmapHandler::loadBitmap(bmpname);
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freeSurf = true;;
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pos.x += x;
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pos.y += y;
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if(bg)
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{
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pos.w = bg->w;
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pos.h = bg->h;
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}
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else
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{
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pos.w = pos.h = 0;
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}
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}
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CPicture::CPicture(const Rect &r, const SDL_Color &color, bool screenFormat /*= false*/)
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{
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init();
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createSimpleRect(r, screenFormat, SDL_MapRGB(bg->format, color.r, color.g,color.b));
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}
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CPicture::CPicture(const Rect &r, ui32 color, bool screenFormat /*= false*/)
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{
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init();
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createSimpleRect(r, screenFormat, color);
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}
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CPicture::CPicture(SDL_Surface *BG, const Rect &SrcRect, int x /*= 0*/, int y /*= 0*/, bool free /*= false*/)
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{
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needRefresh = false;
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srcRect = new Rect(SrcRect);
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pos.x += x;
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pos.y += y;
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pos.w = srcRect->w;
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pos.h = srcRect->h;
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bg = BG;
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freeSurf = free;
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}
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void CPicture::setSurface(SDL_Surface *to)
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{
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bg = to;
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if (srcRect)
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{
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pos.w = srcRect->w;
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pos.h = srcRect->h;
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}
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else
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{
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pos.w = bg->w;
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pos.h = bg->h;
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}
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}
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CPicture::~CPicture()
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{
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if(freeSurf)
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SDL_FreeSurface(bg);
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delete srcRect;
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}
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void CPicture::init()
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{
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needRefresh = false;
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srcRect = nullptr;
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}
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void CPicture::show(SDL_Surface * to)
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{
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if (needRefresh)
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showAll(to);
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}
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void CPicture::showAll(SDL_Surface * to)
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{
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if(bg)
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{
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if(srcRect)
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{
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SDL_Rect srcRectCpy = *srcRect;
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SDL_Rect dstRect = srcRectCpy;
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dstRect.x = pos.x;
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dstRect.y = pos.y;
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CSDL_Ext::blitSurface(bg, &srcRectCpy, to, &dstRect);
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}
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else
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blitAt(bg, pos, to);
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}
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}
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void CPicture::convertToScreenBPP()
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{
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SDL_Surface *hlp = bg;
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bg = SDL_ConvertSurface(hlp,screen->format,0);
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CSDL_Ext::setDefaultColorKey(bg);
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SDL_FreeSurface(hlp);
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}
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void CPicture::setAlpha(int value)
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{
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CSDL_Ext::setAlpha (bg, value);
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}
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void CPicture::scaleTo(Point size)
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{
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SDL_Surface * scaled = CSDL_Ext::scaleSurface(bg, size.x, size.y);
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if(freeSurf)
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SDL_FreeSurface(bg);
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setSurface(scaled);
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freeSurf = false;
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}
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void CPicture::createSimpleRect(const Rect &r, bool screenFormat, ui32 color)
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{
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pos += r;
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pos.w = r.w;
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pos.h = r.h;
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if(screenFormat)
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bg = CSDL_Ext::newSurface(r.w, r.h);
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else
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bg = SDL_CreateRGBSurface(SDL_SWSURFACE, r.w, r.h, 8, 0, 0, 0, 0);
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SDL_FillRect(bg, nullptr, color);
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freeSurf = true;
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}
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void CPicture::colorizeAndConvert(PlayerColor player)
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{
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assert(bg);
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colorize(player);
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convertToScreenBPP();
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}
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void CPicture::colorize(PlayerColor player)
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{
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assert(bg);
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graphics->blueToPlayersAdv(bg, player);
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}
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CFilledTexture::CFilledTexture(std::string imageName, Rect position):
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CIntObject(0, position.topLeft()),
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texture(BitmapHandler::loadBitmap(imageName))
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{
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pos.w = position.w;
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pos.h = position.h;
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}
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CFilledTexture::~CFilledTexture()
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{
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SDL_FreeSurface(texture);
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}
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void CFilledTexture::showAll(SDL_Surface *to)
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{
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CSDL_Ext::CClipRectGuard guard(to, pos);
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CSDL_Ext::fillTexture(to, texture);
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}
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CAnimImage::CAnimImage(std::string name, size_t Frame, size_t Group, int x, int y, ui8 Flags):
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frame(Frame),
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group(Group),
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player(-1),
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flags(Flags)
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{
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pos.x += x;
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pos.y += y;
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anim = new CAnimation(name);
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init();
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}
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CAnimImage::CAnimImage(CAnimation *Anim, size_t Frame, size_t Group, int x, int y, ui8 Flags):
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anim(Anim),
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frame(Frame),
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group(Group),
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player(-1),
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flags(Flags)
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{
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pos.x += x;
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pos.y += y;
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init();
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}
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size_t CAnimImage::size()
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{
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return anim->size(group);
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}
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void CAnimImage::init()
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{
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anim->load(frame, group);
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if (flags & CShowableAnim::BASE)
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anim->load(0,group);
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IImage *img = anim->getImage(frame, group);
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if (img)
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{
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pos.w = img->width();
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pos.h = img->height();
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}
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}
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CAnimImage::~CAnimImage()
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{
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anim->unload(frame, group);
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if (flags & CShowableAnim::BASE)
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anim->unload(0,group);
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delete anim;
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}
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void CAnimImage::showAll(SDL_Surface * to)
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{
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IImage *img;
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if ( flags & CShowableAnim::BASE && frame != 0)
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if ((img = anim->getImage(0, group)))
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img->draw(to, pos.x, pos.y);
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if ((img = anim->getImage(frame, group)))
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img->draw(to, pos.x, pos.y);
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}
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void CAnimImage::setFrame(size_t Frame, size_t Group)
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{
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if (frame == Frame && group==Group)
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return;
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if (anim->size(Group) > Frame)
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{
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anim->load(Frame, Group);
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anim->unload(frame, group);
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frame = Frame;
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group = Group;
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IImage *img = anim->getImage(frame, group);
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if (img)
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{
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if (flags & CShowableAnim::PLAYER_COLORED)
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img->playerColored(player);
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pos.w = img->width();
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pos.h = img->height();
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}
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}
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else
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logGlobal->errorStream() << "Error: accessing unavailable frame " << Group << ":" << Frame << " in CAnimation!";
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}
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void CAnimImage::playerColored(PlayerColor currPlayer)
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{
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player = currPlayer;
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flags |= CShowableAnim::PLAYER_COLORED;
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anim->getImage(frame, group)->playerColored(player);
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if (flags & CShowableAnim::BASE)
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anim->getImage(0, group)->playerColored(player);
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}
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CShowableAnim::CShowableAnim(int x, int y, std::string name, ui8 Flags, ui32 Delay, size_t Group):
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anim(new CAnimation(name, Flags & USE_RLE)),
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group(Group),
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frame(0),
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first(0),
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frameDelay(Delay),
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value(0),
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flags(Flags),
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xOffset(0),
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yOffset(0),
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alpha(255)
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{
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anim->loadGroup(group);
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last = anim->size(group);
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pos.w = anim->getImage(0, group)->width();
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pos.h = anim->getImage(0, group)->height();
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pos.x+= x;
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pos.y+= y;
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}
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CShowableAnim::~CShowableAnim()
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{
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anim->unloadGroup(group);
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delete anim;
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}
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void CShowableAnim::setAlpha(ui32 alphaValue)
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{
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alpha = std::min<ui32>(alphaValue, 255);
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}
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bool CShowableAnim::set(size_t Group, size_t from, size_t to)
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{
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size_t max = anim->size(Group);
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if (to < max)
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max = to;
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if (max < from || max == 0)
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return false;
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anim->load(Group);
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anim->unload(group);
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group = Group;
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frame = first = from;
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last = max;
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value = 0;
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return true;
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}
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bool CShowableAnim::set(size_t Group)
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{
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if (anim->size(Group)== 0)
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return false;
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if (group != Group)
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{
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anim->loadGroup(Group);
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anim->unloadGroup(group);
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first = 0;
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group = Group;
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last = anim->size(Group);
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}
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frame = value = 0;
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return true;
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}
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void CShowableAnim::reset()
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{
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value = 0;
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frame = first;
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if (callback)
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callback();
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}
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void CShowableAnim::clipRect(int posX, int posY, int width, int height)
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{
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xOffset = posX;
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yOffset = posY;
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pos.w = width;
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pos.h = height;
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}
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void CShowableAnim::show(SDL_Surface * to)
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{
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if ( flags & BASE )// && frame != first) // FIXME: results in graphical glytch in Fortress, upgraded hydra's dwelling
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blitImage(first, group, to);
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blitImage(frame, group, to);
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if ((flags & PLAY_ONCE) && frame + 1 == last)
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return;
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if ( ++value == frameDelay )
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{
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value = 0;
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if ( ++frame >= last)
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reset();
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}
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}
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void CShowableAnim::showAll(SDL_Surface * to)
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{
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if ( flags & BASE )// && frame != first)
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blitImage(first, group, to);
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blitImage(frame, group, to);
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}
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void CShowableAnim::blitImage(size_t frame, size_t group, SDL_Surface *to)
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{
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assert(to);
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Rect src( xOffset, yOffset, pos.w, pos.h);
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IImage * img = anim->getImage(frame, group);
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if (img)
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img->draw(to, pos.x-xOffset, pos.y-yOffset, &src, alpha);
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}
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void CShowableAnim::rotate(bool on, bool vertical)
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{
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ui8 flag = vertical? VERTICAL_FLIP:HORIZONTAL_FLIP;
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if (on)
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flags |= flag;
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else
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flags &= ~flag;
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}
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CCreatureAnim::CCreatureAnim(int x, int y, std::string name, Rect picPos, ui8 flags, EAnimType type):
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CShowableAnim(x,y,name,flags,4,type)
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{
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xOffset = picPos.x;
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yOffset = picPos.y;
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if (picPos.w)
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pos.w = picPos.w;
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if (picPos.h)
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pos.h = picPos.h;
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};
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void CCreatureAnim::loopPreview(bool warMachine)
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{
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std::vector<EAnimType> available;
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static const EAnimType creaPreviewList[] = {HOLDING, HITTED, DEFENCE, ATTACK_FRONT, CAST_FRONT};
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static const EAnimType machPreviewList[] = {HOLDING, MOVING, SHOOT_UP, SHOOT_FRONT, SHOOT_DOWN};
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auto & previewList = warMachine ? machPreviewList : creaPreviewList;
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for (auto & elem : previewList)
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if (anim->size(elem))
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available.push_back(elem);
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size_t rnd = CRandomGenerator::getDefault().nextInt(available.size() * 2 - 1);
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if (rnd >= available.size())
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{
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EAnimType type;
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if ( anim->size(MOVING) == 0 )//no moving animation present
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type = HOLDING;
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else
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type = MOVING;
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//display this anim for ~1 second (time is random, but it looks good)
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for (size_t i=0; i< 12/anim->size(type) + 1; i++)
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addLast(type);
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}
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else
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addLast(available[rnd]);
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}
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void CCreatureAnim::addLast(EAnimType newType)
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{
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if (type != MOVING && newType == MOVING)//starting moving - play init sequence
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{
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queue.push( MOVE_START );
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}
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else if (type == MOVING && newType != MOVING )//previous anim was moving - finish it
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{
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queue.push( MOVE_END );
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}
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if (newType == TURN_L || newType == TURN_R)
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queue.push(newType);
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queue.push(newType);
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}
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void CCreatureAnim::reset()
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{
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//if we are in the middle of rotation - set flag
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if (type == TURN_L && !queue.empty() && queue.front() == TURN_L)
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rotate(true);
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if (type == TURN_R && !queue.empty() && queue.front() == TURN_R)
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rotate(false);
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while (!queue.empty())
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{
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EAnimType at = queue.front();
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queue.pop();
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if (set(at))
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return;
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}
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if (callback)
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callback();
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while (!queue.empty())
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{
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EAnimType at = queue.front();
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queue.pop();
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if (set(at))
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return;
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}
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set(HOLDING);
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}
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void CCreatureAnim::startPreview(bool warMachine)
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{
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callback = std::bind(&CCreatureAnim::loopPreview, this, warMachine);
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}
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void CCreatureAnim::clearAndSet(EAnimType type)
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{
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while (!queue.empty())
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queue.pop();
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set(type);
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}
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