1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/client/widgets/Images.h
2024-08-20 20:25:16 +02:00

234 lines
6.3 KiB
C++

/*
* 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
*
*/
#pragma once
#include "../gui/CIntObject.h"
#include "../battle/BattleConstants.h"
#include "../../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class Rect;
VCMI_LIB_NAMESPACE_END
class CAnimImage;
class CLabel;
class CAnimation;
class IImage;
// Image class
class CPicture : public CIntObject
{
std::shared_ptr<IImage> bg;
std::function<void()> rCallback;
public:
/// if set, only specified section of internal image will be rendered
std::optional<Rect> srcRect;
/// If set to true, image will be redrawn on each frame
bool needRefresh;
std::shared_ptr<IImage> getSurface()
{
return bg;
}
/// wrap existing image
CPicture(std::shared_ptr<IImage> image, const Point & position);
/// wrap section of an existing Image
CPicture(std::shared_ptr<IImage> image, const Rect &SrcRext, int x = 0, int y = 0); //wrap subrect of given surface
CPicture(const ImagePath & bmpname, const Rect &SrcRext, int x = 0, int y = 0); //wrap subrect of given surface
/// Loads image from specified file name
CPicture(const ImagePath & bmpname);
CPicture(const ImagePath & bmpname, const Point & position);
CPicture(const ImagePath & bmpname, int x, int y);
/// set alpha value for whole surface. Note: may be messed up if surface is shared
/// 0=transparent, 255=opaque
void setAlpha(uint8_t value);
void scaleTo(Point size);
void setPlayerColor(PlayerColor player);
void addRClickCallback(const std::function<void()> & callback);
void show(Canvas & to) override;
void showAll(Canvas & to) override;
void showPopupWindow(const Point & cursorPosition) override;
};
/// area filled with specific texture
class CFilledTexture : public CIntObject
{
protected:
std::shared_ptr<IImage> texture;
Rect imageArea;
public:
CFilledTexture(const ImagePath & imageName, Rect position, Rect imageArea);
CFilledTexture(const ImagePath & imageName, Rect position);
void showAll(Canvas & to) override;
};
/// area filled with specific texture, colorized to player color if image is indexed
class FilledTexturePlayerIndexed : public CFilledTexture
{
public:
using CFilledTexture::CFilledTexture;
void setPlayerColor(PlayerColor player);
};
/// area filled with specific texture, with applied color filter to colorize it to specific player
class FilledTexturePlayerColored : public CFilledTexture
{
public:
using CFilledTexture::CFilledTexture;
void setPlayerColor(PlayerColor player);
};
/// Class for displaying one image from animation
class CAnimImage: public CIntObject
{
private:
std::shared_ptr<CAnimation> anim;
//displayed frame/group
size_t frame;
size_t group;
ui8 flags;
Point scaledSize;
/// If set, then image is colored using player-specific palette
std::optional<PlayerColor> player;
bool isScaled() const;
void setSizeFromImage(const IImage &img);
void init();
public:
bool visible;
CAnimImage(const AnimationPath & name, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
CAnimImage(const AnimationPath & name, size_t Frame, Rect targetPos, size_t Group=0, ui8 Flags=0);
~CAnimImage();
/// 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 to specific player
void setPlayerColor(PlayerColor player);
/// returns true if image has player-colored effect applied
bool isPlayerColored() const;
void showAll(Canvas & to) override;
void setAnimationPath(const AnimationPath & name, size_t frame);
void setScale(Point scale);
};
/// 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
CREATURE_MODE=8, // use alpha channel for images with palette. Required for creatures in battle and map objects
PLAY_ONCE=32 //play animation only once and stop at last frame
};
protected:
std::shared_ptr<CAnimation> anim;
size_t group, frame;//current frame
size_t first, last; //animation range
/// total time on scren for each frame in animation
ui32 frameTimeTotal;
/// how long was current frame visible on screen
ui32 frameTimePassed;
ui8 flags;//Flags from EFlags enum
//blit image with optional rotation, fitting into rect, etc
void blitImage(size_t frame, size_t group, Canvas & to);
//For clipping in rect, offsets of picture coordinates
int xOffset, yOffset;
ui8 alpha;
public:
//called when next animation sequence is required
std::function<void()> callback;
//Set per-surface alpha, 0 = transparent, 255 = opaque
void setAlpha(ui32 alphaValue);
CShowableAnim(int x, int y, const AnimationPath & name, ui8 flags, ui32 frameTime, size_t Group=0, uint8_t alpha = UINT8_MAX);
//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();
//set animation duration
void setDuration(int durationMs);
//show current frame and increase counter
void show(Canvas & to) override;
void showAll(Canvas & to) override;
void tick(uint32_t msPassed) override;
};
/// Creature-dependend animations like attacking, moving,...
class CCreatureAnim: public CShowableAnim
{
private:
//queue of animations waiting to be displayed
std::queue<ECreatureAnimType> 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() override;
//add sequence to the end of queue
void addLast(ECreatureAnimType newType);
void startPreview(bool warMachine);
//clear queue and set animation to this sequence
void clearAndSet(ECreatureAnimType type);
CCreatureAnim(int x, int y, const AnimationPath & name, ui8 flags = 0, ECreatureAnimType = ECreatureAnimType::HOLDING);
};