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159 lines
4.9 KiB
C++
159 lines
4.9 KiB
C++
/*
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* CCreatureAnimation.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/FunctionList.h"
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#include "../../lib/Color.h"
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#include "../widgets/Images.h"
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#include "../render/CAnimation.h"
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#include "../render/IImage.h"
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class CIntObject;
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class CreatureAnimation;
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class Canvas;
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/// Namespace for some common controls of animations
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namespace AnimationControls
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{
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/// get color for creature selection borders
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ColorRGBA getBlueBorder();
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ColorRGBA getGoldBorder();
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ColorRGBA getNoBorder();
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/// returns animation speed factor according to game settings,
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/// slow speed is considered to be "base speed" and will return 1.0
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float getAnimationSpeedFactor();
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/// creates animation object with preset speed control
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std::shared_ptr<CreatureAnimation> getAnimation(const CCreature * creature);
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/// returns animation speed of specific group, taking in mind game setting (in frames per second)
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float getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType groupID);
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/// returns how far projectile should move per second, in pixels per second
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float getProjectileSpeed();
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/// returns how far projectile should move per second, in pixels per second
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float getRayProjectileSpeed();
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/// returns speed of catapult projectile, in pixels per second, on a straight line, without parabola correction
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float getCatapultSpeed();
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/// returns speed of any spell effects, including any special effects like morale (in frames per second)
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float getSpellEffectSpeed();
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/// returns speed of movement animation across the screen, in tiles per second
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float getMovementRange(const CCreature * creature);
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/// returns speed of movement animation across the screen, in pixels per seconds
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float getFlightDistance(const CCreature * creature);
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/// Returns total time for full fade-in effect on newly summoned creatures, in seconds
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float getFadeInDuration();
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/// Returns animation speed for obstacles, in frames per second
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float getObstaclesSpeed();
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}
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/// Class which manages animations of creatures/units inside battles
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/// TODO: split into constant image container and class that does *control* of animation
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class CreatureAnimation : public CIntObject
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{
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public:
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using TSpeedController = std::function<float(CreatureAnimation *, ECreatureAnimType)>;
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private:
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AnimationPath name;
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/// animation for rendering stack in default orientation - facing right
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std::shared_ptr<CAnimation> forward;
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/// animation that has all its frames flipped for rendering stack facing left
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std::shared_ptr<CAnimation> reverse;
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int fullWidth;
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int fullHeight;
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/// speed of animation, measure in frames per second
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float speed;
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/// currently displayed frame. Float to allow H3-style animations where frames
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/// don't display for integer number of frames
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float currentFrame;
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float animationEnd;
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/// cumulative, real-time duration of animation. Used for effects like selection border
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float elapsedTime;
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///type of animation being displayed
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ECreatureAnimType type;
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/// current value of shadow transparency
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uint8_t shadowAlpha;
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/// border color, disabled if alpha = 0
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ColorRGBA border;
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TSpeedController speedController;
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/// animation will be played once and the reset to idling
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bool once;
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void endAnimation();
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void genSpecialPalette(IImage::SpecialPalette & target);
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public:
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/// function(s) that will be called when animation ends, after reset to 1st frame
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/// NOTE that these functions will be fired only once
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CFunctionList<void()> onAnimationReset;
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int getWidth() const;
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int getHeight() const;
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/// Constructor
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/// name - path to .def file, relative to SPRITES/ directory
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/// controller - function that will return for how long *each* frame
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/// in specified group of animation should be played, measured in seconds
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CreatureAnimation(const AnimationPath & name_, TSpeedController speedController);
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/// sets type of animation and resets framecount
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void setType(ECreatureAnimType type);
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/// returns currently rendered type of animation
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ECreatureAnimType getType() const;
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void nextFrame(Canvas & canvas, const ColorFilter & shifter, bool facingRight);
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/// should be called every frame, return true when animation was reset to beginning
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bool incrementFrame(float timePassed);
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void setBorderColor(ColorRGBA palette);
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/// Gets the current frame ID within current group.
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float getCurrentFrame() const;
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/// plays once given type of animation, then resets to idle
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void playOnce(ECreatureAnimType type);
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/// returns number of frames in selected animation type
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int framesInGroup(ECreatureAnimType group) const;
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void playUntil(size_t frameIndex);
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/// helpers to classify current type of animation
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bool isDead() const;
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bool isDying() const;
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bool isDeadOrDying() const;
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bool isIdle() const;
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bool isMoving() const;
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bool isShooting() const;
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};
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