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https://github.com/vcmi/vcmi.git
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75f8c8b29a
* use smart pointers for almost all widget fields * use SDL2 texture for cursor * a lot af small tweaks and formatting * removed CompImage class, it is actually useless as long as regular SDLImage support margins * CGuiHandler: use smart pointers for [push|pop]Int
122 lines
3.9 KiB
C++
122 lines
3.9 KiB
C++
/*
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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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#pragma once
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#include "../../lib/FunctionList.h"
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#include "../widgets/Images.h"
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#include "../gui/CAnimation.h"
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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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std::shared_ptr<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 std::function<float(CCreatureAnimation *, size_t)> TSpeedController;
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private:
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std::string name;
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std::shared_ptr<CAnimation> forward;
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std::shared_ptr<CAnimation> reverse;
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int fullWidth;
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int fullHeight;
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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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void endAnimation();
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void genBorderPalette(IImage::BorderPallete & target);
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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(const std::string & name_, TSpeedController speedController);
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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 attacker);
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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;
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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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