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vcmi/client/gui/CAnimation.h
2016-11-25 15:23:28 +03:00

161 lines
4.4 KiB
C++

#pragma once
#include "../../lib/vcmi_endian.h"
#include "gui/Geometries.h"
#include "../../lib/GameConstants.h"
/*
* CAnimation.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
*
*/
struct SDL_Surface;
class JsonNode;
class CDefFile;
/*
* Base class for images, can be used for non-animation pictures as well
*/
class IImage
{
int refCount;
public:
//draws image on surface "where" at position
virtual void draw(SDL_Surface * where, int posX = 0, int posY = 0, Rect * src = nullptr, ui8 alpha = 255) const=0;
virtual void draw(SDL_Surface * where, SDL_Rect * dest, SDL_Rect * src, ui8 alpha = 255) const = 0;
virtual std::unique_ptr<IImage> scaleFast(float scale) const = 0;
virtual void exportBitmap(const boost::filesystem::path & path) const = 0;
//decrease ref count, returns true if image can be deleted (refCount <= 0)
bool decreaseRef();
void increaseRef();
//Change palette to specific player
virtual void playerColored(PlayerColor player)=0;
//set special color for flag
virtual void setFlagColor(PlayerColor player)=0;
virtual int width() const=0;
virtual int height() const=0;
//only indexed bitmaps, 16 colors maximum
virtual void shiftPalette(int from, int howMany) = 0;
virtual void horizontalFlip() = 0;
virtual void verticalFlip() = 0;
IImage();
virtual ~IImage() {};
};
/// Class for handling animation
class CAnimation
{
private:
//source[group][position] - file with this frame, if string is empty - image located in def file
std::map<size_t, std::vector <JsonNode> > source;
//bitmap[group][position], store objects with loaded bitmaps
std::map<size_t, std::map<size_t, IImage* > > images;
//animation file name
std::string name;
//if true all frames will be stored in compressed (RLE) state
const bool compressed;
bool preloaded;
//loader, will be called by load(), require opened def file for loading from it. Returns true if image is loaded
bool loadFrame(CDefFile * file, size_t frame, size_t group);
//unloadFrame, returns true if image has been unloaded ( either deleted or decreased refCount)
bool unloadFrame(size_t frame, size_t group);
//initialize animation from file
void initFromJson(const JsonNode & input);
void init(CDefFile * file);
//try to open def file
CDefFile * getFile() const;
//to get rid of copy-pasting error message :]
void printError(size_t frame, size_t group, std::string type) const;
//not a very nice method to get image from another def file
//TODO: remove after implementing resource manager
IImage * getFromExtraDef(std::string filename);
public:
CAnimation(std::string Name, bool Compressed = false);
CAnimation();
~CAnimation();
//duplicates frame at [sourceGroup, sourceFrame] as last frame in targetGroup
//and loads it if animation is preloaded
void duplicateImage(const size_t sourceGroup, const size_t sourceFrame, const size_t targetGroup);
//add custom surface to the selected position.
void setCustom(std::string filename, size_t frame, size_t group=0);
//get pointer to image from specific group, nullptr if not found
IImage * getImage(size_t frame, size_t group=0, bool verbose=true) const;
void exportBitmaps(const boost::filesystem::path & path) const;
//all available frames
void load ();
void unload();
void preload();
//all frames from group
void loadGroup (size_t group);
void unloadGroup(size_t group);
//single image
void load (size_t frame, size_t group=0);
void unload(size_t frame, size_t group=0);
//total count of frames in group (including not loaded)
size_t size(size_t group=0) const;
};
const float DEFAULT_DELTA = 0.05f;
class CFadeAnimation
{
public:
enum class EMode
{
NONE, IN, OUT
};
private:
float delta;
SDL_Surface * fadingSurface;
bool fading;
float fadingCounter;
bool shouldFreeSurface;
float initialCounter() const;
bool isFinished() const;
public:
EMode fadingMode;
CFadeAnimation();
~CFadeAnimation();
void init(EMode mode, SDL_Surface * sourceSurface, bool freeSurfaceAtEnd = false, float animDelta = DEFAULT_DELTA);
void update();
void draw(SDL_Surface * targetSurface, const SDL_Rect * sourceRect, SDL_Rect * destRect);
bool isFading() const { return fading; }
};