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252 lines
6.9 KiB
C++
252 lines
6.9 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 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 override;
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void playerColored(PlayerColor player) override;
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int width() const override;
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int height() const override;
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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 override;
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void playerColored(PlayerColor player) override;
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int width() const override;
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int height() const override;
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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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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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