mirror of
https://github.com/vcmi/vcmi.git
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a148c39e0a
- UI will be correctly greyed-out during opponent turn - fixed remaining issues with blit order - a bit better handling of catapult attack - fixes #1362
143 lines
4.7 KiB
C++
143 lines
4.7 KiB
C++
#pragma once
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#include "../FunctionList.h"
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//#include "../CDefHandler.h"
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#include "../CAnimation.h"
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/*
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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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class CIntObject;
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class CCreatureAnimation;
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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 SDL_Color for creature selection borders
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SDL_Color getBlueBorder();
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SDL_Color getGoldBorder();
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SDL_Color getNoBorder();
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/// creates animation object with preset speed control
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CCreatureAnimation * 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 CCreatureAnimation * anim, size_t groupID);
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/// returns how far projectile should move each frame
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/// TODO: make it time-based
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float getProjectileSpeed();
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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 duration of full movement animation, in seconds. Needed to move animation on screen
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float getMovementDuration(const CCreature * creature);
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/// Returns distance on which flying creatures should during one animation loop
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float getFlightDistance(const CCreature * creature);
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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 CCreatureAnimation : public CIntObject
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{
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public:
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typedef boost::function<float(CCreatureAnimation *, size_t)> TSpeedController;
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private:
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std::string defName;
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int fullWidth, fullHeight;
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// palette, as read from def file
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std::array<SDL_Color, 256> palette;
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//key = id of group (note that some groups may be missing)
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//value = offset of pixel data for each frame, vector size = number of frames in group
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std::map<int, std::vector<unsigned int>> dataOffsets;
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//animation raw data
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//TODO: use vector instead?
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unique_ptr<ui8[]> pixelData;
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size_t pixelDataSize;
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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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// cumulative, real-time duration of animation. Used for effects like selection border
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float elapsedTime;
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CCreatureAnim::EAnimType type; //type of animation being displayed
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// border color, disabled if alpha = 0
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SDL_Color border;
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TSpeedController speedController;
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bool once; // animation will be played once and the reset to idling
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ui8 * getPixelAddr(SDL_Surface * dest, int ftcpX, int ftcpY) const;
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template<int bpp>
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void putPixelAt(SDL_Surface * dest, int X, int Y, size_t index, const std::array<SDL_Color, 8> & special) const;
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template<int bpp>
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void putPixel( ui8 * dest, const SDL_Color & color, size_t index, const std::array<SDL_Color, 8> & special) const;
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template<int bpp>
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void nextFrameT(SDL_Surface * dest, bool rotate);
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void endAnimation();
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/// creates 8 special colors for current frame
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std::array<SDL_Color, 8> genSpecialPalette();
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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 function 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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CCreatureAnimation(std::string name, TSpeedController speedController); //c-tor
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void setType(CCreatureAnim::EAnimType type); //sets type of animation and cleares framecount
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CCreatureAnim::EAnimType getType() const; //returns type of animation
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void nextFrame(SDL_Surface * dest, bool rotate);
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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(SDL_Color palette);
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float getCurrentFrame() const; // Gets the current frame ID relative to frame group.
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void playOnce(CCreatureAnim::EAnimType type); //plays once given stage of animation, then resets to 2
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int framesInGroup(CCreatureAnim::EAnimType group) const; //retirns number of fromes in given group
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void pause();
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void play();
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//helpers. TODO: move them somewhere else
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bool isDead() 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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