mirror of
https://github.com/vcmi/vcmi.git
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161 lines
4.4 KiB
C++
161 lines
4.4 KiB
C++
#pragma once
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#include "../../lib/vcmi_endian.h"
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#include "gui/Geometries.h"
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#include "../../lib/GameConstants.h"
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/*
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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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struct SDL_Surface;
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class JsonNode;
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class CDefFile;
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/*
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* Base class for images, can be used for non-animation pictures as well
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*/
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class IImage
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{
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int refCount;
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public:
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//draws image on surface "where" at position
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virtual void draw(SDL_Surface * where, int posX = 0, int posY = 0, Rect * src = nullptr, ui8 alpha = 255) const=0;
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virtual void draw(SDL_Surface * where, SDL_Rect * dest, SDL_Rect * src, ui8 alpha = 255) const = 0;
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virtual std::unique_ptr<IImage> scaleFast(float scale) const = 0;
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virtual void exportBitmap(const boost::filesystem::path & path) const = 0;
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//decrease ref count, returns true if image can be deleted (refCount <= 0)
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bool decreaseRef();
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void increaseRef();
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//Change palette to specific player
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virtual void playerColored(PlayerColor player)=0;
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//set special color for flag
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virtual void setFlagColor(PlayerColor player)=0;
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virtual int width() const=0;
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virtual int height() const=0;
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//only indexed bitmaps, 16 colors maximum
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virtual void shiftPalette(int from, int howMany) = 0;
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virtual void horizontalFlip() = 0;
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virtual void verticalFlip() = 0;
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IImage();
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virtual ~IImage() {};
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};
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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, IImage* > > images;
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//animation file name
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std::string name;
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//if true all frames will be stored in compressed (RLE) state
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const bool compressed;
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bool preloaded;
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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(CDefFile * file, 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(CDefFile * file);
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//try to open def file
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CDefFile * getFile() const;
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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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IImage * getFromExtraDef(std::string filename);
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public:
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CAnimation(std::string Name, bool Compressed = false);
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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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//get pointer to image from specific group, nullptr if not found
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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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};
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const float DEFAULT_DELTA = 0.05f;
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class CFadeAnimation
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{
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public:
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enum class EMode
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{
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NONE, IN, OUT
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};
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private:
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float delta;
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SDL_Surface * fadingSurface;
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bool fading;
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float fadingCounter;
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bool shouldFreeSurface;
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float initialCounter() const;
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bool isFinished() const;
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public:
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EMode fadingMode;
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CFadeAnimation();
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~CFadeAnimation();
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void init(EMode mode, SDL_Surface * sourceSurface, bool freeSurfaceAtEnd = false, float animDelta = DEFAULT_DELTA);
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void update();
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void draw(SDL_Surface * targetSurface, const SDL_Rect * sourceRect, SDL_Rect * destRect);
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bool isFading() const { return fading; }
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};
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