mirror of
https://github.com/vcmi/vcmi.git
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410ec92668
- removed unused functionality from CCreatureAnimation - simplified postioning of units in battle, should fix remaining issues with unit positioning - fixed unit tests compilation
381 lines
10 KiB
C++
381 lines
10 KiB
C++
#pragma once
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#include "../lib/vcmi_endian.h"
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#include "gui/CIntObject.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 SDLImageLoader;
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class CompImageLoader;
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class JsonNode;
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/// Class for def loading, methods are based on CDefHandler
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/// After loading will store general info (palette and frame offsets) and pointer to file itself
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class CDefFile
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{
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private:
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struct SSpriteDef
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{
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ui32 size;
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ui32 format; /// format in which pixel data is stored
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ui32 fullWidth; /// full width and height of frame, including borders
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ui32 fullHeight;
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ui32 width; /// width and height of pixel data, borders excluded
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ui32 height;
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si32 leftMargin;
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si32 topMargin;
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} PACKED_STRUCT;
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//offset[group][frame] - offset of frame data in file
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std::map<size_t, std::vector <size_t> > offset;
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ui8 * data;
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SDL_Color * palette;
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public:
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CDefFile(std::string Name);
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~CDefFile();
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//load frame as SDL_Surface
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template<class ImageLoader>
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void loadFrame(size_t frame, size_t group, ImageLoader &loader) const;
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const std::map<size_t, size_t> getEntries() const;
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};
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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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//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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virtual int width() const=0;
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virtual int height() const=0;
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IImage();
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virtual ~IImage() {};
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};
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/*
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* Wrapper around SDL_Surface
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*/
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class SDLImage : public IImage
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{
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public:
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//Surface without empty borders
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SDL_Surface * surf;
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//size of left and top borders
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Point margins;
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//total size including borders
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Point fullSize;
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public:
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//Load image from def file
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SDLImage(CDefFile *data, size_t frame, size_t group=0, bool compressed=false);
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//Load from bitmap file
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SDLImage(std::string filename, bool compressed=false);
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//Create using existing surface, extraRef will increase refcount on SDL_Surface
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SDLImage(SDL_Surface * from, bool extraRef);
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~SDLImage();
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void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=nullptr, ui8 alpha=255) const;
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void playerColored(PlayerColor player);
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int width() const;
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int height() const;
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friend class SDLImageLoader;
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};
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/*
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* RLE-compressed image data for 8-bit images with alpha-channel, currently far from finished
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* primary purpose is not high compression ratio but fast drawing.
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* Consist of repeatable segments with format similar to H3 def compression:
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* 1st byte:
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* if (byte == 0xff)
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* raw data, opaque and semi-transparent data always in separate blocks
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* else
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* RLE-compressed image data with this color
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* 2nd byte = size of segment
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* raw data (if any)
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*/
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class CompImage : public IImage
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{
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//x,y - margins, w,h - sprite size
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Rect sprite;
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//total size including borders
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Point fullSize;
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//RLE-d data
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ui8 * surf;
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//array of offsets for each line
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ui32 * line;
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//palette
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SDL_Color *palette;
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//Used internally to blit one block of data
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template<int bpp, int dir>
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void BlitBlock(ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha) const;
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void BlitBlockWithBpp(ui8 bpp, ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha, bool rotated) const;
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public:
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//Load image from def file
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CompImage(const CDefFile *data, size_t frame, size_t group=0);
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//TODO: load image from SDL_Surface
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CompImage(SDL_Surface * surf);
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~CompImage();
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void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=nullptr, ui8 alpha=255) const;
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void playerColored(PlayerColor player);
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int width() const;
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int height() const;
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friend class CompImageLoader;
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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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//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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//static method for debugging - print info about loaded animations
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static void getAnimInfo();
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static std::set<CAnimation*> loadedAnims;
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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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//all available frames
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void load ();
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void unload();
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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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/// Class for displaying one image from animation
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class CAnimImage: public CIntObject
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{
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private:
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CAnimation* anim;
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//displayed frame/group
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size_t frame;
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size_t group;
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PlayerColor player;
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ui8 flags;
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void init();
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public:
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CAnimImage(std::string name, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
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CAnimImage(CAnimation* anim, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
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~CAnimImage();//d-tor
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//size of animation
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size_t size();
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//change displayed frame on this one
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void setFrame(size_t Frame, size_t Group=0);
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//makes image player-colored
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void playerColored(PlayerColor player);
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void showAll(SDL_Surface * to);
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};
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/// Base class for displaying animation, used as superclass for different animations
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class CShowableAnim: public CIntObject
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{
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public:
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enum EFlags
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{
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BASE=1, //base frame will be blitted before current one
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HORIZONTAL_FLIP=2, //TODO: will be displayed rotated
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VERTICAL_FLIP=4, //TODO: will be displayed rotated
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USE_RLE=8, //RLE-d version, support full alpha-channel for 8-bit images
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PLAYER_COLORED=16, //TODO: all loaded images will be player-colored
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PLAY_ONCE=32 //play animation only once and stop at last frame
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};
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protected:
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CAnimation anim;
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size_t group, frame;//current frame
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size_t first, last; //animation range
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//TODO: replace with time delay(needed for battles)
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ui32 frameDelay;//delay in frames of each image
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ui32 value;//how many times current frame was showed
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ui8 flags;//Flags from EFlags enum
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//blit image with optional rotation, fitting into rect, etc
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void blitImage(size_t frame, size_t group, SDL_Surface *to);
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//For clipping in rect, offsets of picture coordinates
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int xOffset, yOffset;
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ui8 alpha;
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public:
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//called when next animation sequence is required
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std::function<void()> callback;
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//Set per-surface alpha, 0 = transparent, 255 = opaque
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void setAlpha(ui32 alphaValue);
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CShowableAnim(int x, int y, std::string name, ui8 flags=0, ui32 Delay=4, size_t Group=0);
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~CShowableAnim();
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//set animation to group or part of group
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bool set(size_t Group);
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bool set(size_t Group, size_t from, size_t to=-1);
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//set rotation flags
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void rotate(bool on, bool vertical=false);
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//move displayed part of picture (if picture is clipped to rect)
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void clipRect(int posX, int posY, int width, int height);
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//set frame to first, call callback
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virtual void reset();
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//show current frame and increase counter
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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};
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/// Creature-dependend animations like attacking, moving,...
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class CCreatureAnim: public CShowableAnim
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{
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public:
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enum EHeroAnimType
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{
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HERO_HOLDING = 0,
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HERO_IDLE = 1, // idling movement that happens from time to time
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HERO_DEFEAT = 2, // played when army loses stack or on friendly fire
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HERO_VICTORY = 3, // when enemy stack killed or huge damage is dealt
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HERO_CAST_SPELL = 4 // spellcasting
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};
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enum EAnimType // list of creature animations, numbers were taken from def files
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{
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MOVING=0,
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MOUSEON=1,
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HOLDING=2,
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HITTED=3,
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DEFENCE=4,
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DEATH=5,
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//DEATH2=6, //unused?
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TURN_L=7,
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TURN_R=8, //same
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//TURN_L2=9, //identical to previous?
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//TURN_R2=10,
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ATTACK_UP=11,
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ATTACK_FRONT=12,
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ATTACK_DOWN=13,
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SHOOT_UP=14,
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SHOOT_FRONT=15,
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SHOOT_DOWN=16,
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CAST_UP=17,
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CAST_FRONT=18,
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CAST_DOWN=19,
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MOVE_START=20,
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MOVE_END=21,
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DEAD = 22 // new group, used to show dead stacks. If empty - last frame from "DEATH" will be copied here
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};
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private:
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//queue of animations waiting to be displayed
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std::queue<EAnimType> queue;
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//this function is used as callback if preview flag was set during construction
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void loopPreview(bool warMachine);
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public:
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//change anim to next if queue is not empty, call callback othervice
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void reset();
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//add sequence to the end of queue
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void addLast(EAnimType newType);
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void startPreview(bool warMachine);
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//clear queue and set animation to this sequence
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void clearAndSet(EAnimType type);
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CCreatureAnim(int x, int y, std::string name, Rect picPos,
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ui8 flags= USE_RLE, EAnimType = HOLDING );
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};
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