1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/CAnimation.h
Ivan Savenko 3285f1910b - finally, solution for imageIndex fields. All image lists will be generated in runtime
- iconIndex fields from json are no longer used
- simple check for missing icons on startup
2013-04-22 19:51:22 +00:00

376 lines
10 KiB
C++

#pragma once
#include "../lib/vcmi_endian.h"
#include "gui/CIntObject.h"
/*
* CAnimation.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
struct SDL_Surface;
class SDLImageLoader;
class CompImageLoader;
class JsonNode;
/// Class for def loading, methods are based on CDefHandler
/// After loading will store general info (palette and frame offsets) and pointer to file itself
class CDefFile
{
private:
struct SSpriteDef
{
ui32 size;
ui32 format; /// format in which pixel data is stored
ui32 fullWidth; /// full width and height of frame, including borders
ui32 fullHeight;
ui32 width; /// width and height of pixel data, borders excluded
ui32 height;
si32 leftMargin;
si32 topMargin;
} PACKED_STRUCT;
//offset[group][frame] - offset of frame data in file
std::map<size_t, std::vector <size_t> > offset;
ui8 * data;
SDL_Color * palette;
public:
CDefFile(std::string Name);
~CDefFile();
//load frame as SDL_Surface
template<class ImageLoader>
void loadFrame(size_t frame, size_t group, ImageLoader &loader) const;
const std::map<size_t, size_t> getEntries() const;
};
/*
* Base class for images, can be used for non-animation pictures as well
*/
class IImage
{
int refCount;
public:
//draws image on surface "where" at position
virtual void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=NULL, ui8 alpha=255) const=0;
//decrease ref count, returns true if image can be deleted (refCount <= 0)
bool decreaseRef();
void increaseRef();
//Change palette to specific player
virtual void playerColored(PlayerColor player)=0;
virtual int width() const=0;
virtual int height() const=0;
IImage();
virtual ~IImage() {};
};
/*
* Wrapper around SDL_Surface
*/
class SDLImage : public IImage
{
public:
//Surface without empty borders
SDL_Surface * surf;
//size of left and top borders
Point margins;
//total size including borders
Point fullSize;
public:
//Load image from def file
SDLImage(CDefFile *data, size_t frame, size_t group=0, bool compressed=false);
//Load from bitmap file
SDLImage(std::string filename, bool compressed=false);
//Create using existing surface, extraRef will increase refcount on SDL_Surface
SDLImage(SDL_Surface * from, bool extraRef);
~SDLImage();
void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=NULL, ui8 alpha=255) const;
void playerColored(PlayerColor player);
int width() const;
int height() const;
friend class SDLImageLoader;
};
/*
* RLE-compressed image data for 8-bit images with alpha-channel, currently far from finished
* primary purpose is not high compression ratio but fast drawing.
* Consist of repeatable segments with format similar to H3 def compression:
* 1st byte:
* if (byte == 0xff)
* raw data, opaque and semi-transparent data always in separate blocks
* else
* RLE-compressed image data with this color
* 2nd byte = size of segment
* raw data (if any)
*/
class CompImage : public IImage
{
//x,y - margins, w,h - sprite size
Rect sprite;
//total size including borders
Point fullSize;
//RLE-d data
ui8 * surf;
//array of offsets for each line
ui32 * line;
//palette
SDL_Color *palette;
//Used internally to blit one block of data
template<int bpp, int dir>
void BlitBlock(ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha) const;
void BlitBlockWithBpp(ui8 bpp, ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha, bool rotated) const;
public:
//Load image from def file
CompImage(const CDefFile *data, size_t frame, size_t group=0);
//TODO: load image from SDL_Surface
CompImage(SDL_Surface * surf);
~CompImage();
void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=NULL, ui8 alpha=255) const;
void playerColored(PlayerColor player);
int width() const;
int height() const;
friend class CompImageLoader;
};
/// Class for handling animation
class CAnimation
{
private:
//source[group][position] - file with this frame, if string is empty - image located in def file
std::map<size_t, std::vector <JsonNode> > source;
//bitmap[group][position], store objects with loaded bitmaps
std::map<size_t, std::map<size_t, IImage* > > images;
//animation file name
std::string name;
//if true all frames will be stored in compressed (RLE) state
const bool compressed;
//loader, will be called by load(), require opened def file for loading from it. Returns true if image is loaded
bool loadFrame(CDefFile * file, size_t frame, size_t group);
//unloadFrame, returns true if image has been unloaded ( either deleted or decreased refCount)
bool unloadFrame(size_t frame, size_t group);
//initialize animation from file
void initFromJson(const JsonNode & input);
void init(CDefFile * file);
//try to open def file
CDefFile * getFile() const;
//to get rid of copy-pasting error message :]
void printError(size_t frame, size_t group, std::string type) const;
//not a very nice method to get image from another def file
//TODO: remove after implementing resource manager
IImage * getFromExtraDef(std::string filename);
public:
CAnimation(std::string Name, bool Compressed = false);
CAnimation();
~CAnimation();
//static method for debugging - print info about loaded animations
static void getAnimInfo();
static std::set<CAnimation*> loadedAnims;
//add custom surface to the selected position.
void setCustom(std::string filename, size_t frame, size_t group=0);
//get pointer to image from specific group, NULL if not found
IImage * getImage(size_t frame, size_t group=0, bool verbose=true) const;
//all available frames
void load ();
void unload();
//all frames from group
void loadGroup (size_t group);
void unloadGroup(size_t group);
//single image
void load (size_t frame, size_t group=0);
void unload(size_t frame, size_t group=0);
//total count of frames in group (including not loaded)
size_t size(size_t group=0) const;
};
/// Class for displaying one image from animation
class CAnimImage: public CIntObject
{
private:
CAnimation* anim;
//displayed frame/group
size_t frame;
size_t group;
PlayerColor player;
ui8 flags;
void init();
public:
CAnimImage(std::string name, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
CAnimImage(CAnimation* anim, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
~CAnimImage();//d-tor
//size of animation
size_t size();
//change displayed frame on this one
void setFrame(size_t Frame, size_t Group=0);
//makes image player-colored
void playerColored(PlayerColor player);
void showAll(SDL_Surface * to);
};
/// Base class for displaying animation, used as superclass for different animations
class CShowableAnim: public CIntObject
{
public:
enum EFlags
{
BASE=1, //base frame will be blitted before current one
HORIZONTAL_FLIP=2, //TODO: will be displayed rotated
VERTICAL_FLIP=4, //TODO: will be displayed rotated
USE_RLE=8, //RLE-d version, support full alpha-channel for 8-bit images
PLAYER_COLORED=16, //TODO: all loaded images will be player-colored
PLAY_ONCE=32 //play animation only once and stop at last frame
};
protected:
CAnimation anim;
size_t group, frame;//current frame
size_t first, last; //animation range
//TODO: replace with time delay(needed for battles)
ui32 frameDelay;//delay in frames of each image
ui32 value;//how many times current frame was showed
ui8 flags;//Flags from EFlags enum
//blit image with optional rotation, fitting into rect, etc
void blitImage(size_t frame, size_t group, SDL_Surface *to);
//For clipping in rect, offsets of picture coordinates
int xOffset, yOffset;
ui8 alpha;
public:
//called when next animation sequence is required
boost::function<void()> callback;
//Set per-surface alpha, 0 = transparent, 255 = opaque
void setAlpha(ui32 alphaValue);
CShowableAnim(int x, int y, std::string name, ui8 flags=0, ui32 Delay=4, size_t Group=0);
~CShowableAnim();
//set animation to group or part of group
bool set(size_t Group);
bool set(size_t Group, size_t from, size_t to=-1);
//set rotation flags
void rotate(bool on, bool vertical=false);
//move displayed part of picture (if picture is clipped to rect)
void clipRect(int posX, int posY, int width, int height);
//set frame to first, call callback
virtual void reset();
//show current frame and increase counter
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
};
/// Creature-dependend animations like attacking, moving,...
class CCreatureAnim: public CShowableAnim
{
public:
enum EAnimType // list of creature animations, numbers were taken from def files
{
WHOLE_ANIM=-1, //just for convenience
MOVING=0, //will automatically add MOVE_START and MOVE_END to queue
MOUSEON=1, //rename to IDLE
HOLDING=2, //rename to STANDING
HITTED=3,
DEFENCE=4,
DEATH=5,
//DEATH2=6, //unused?
TURN_L=7, //will automatically play second part of anim and rotate creature
TURN_R=8, //same
//TURN_L2=9, //identical to previous?
//TURN_R2=10,
ATTACK_UP=11,
ATTACK_FRONT=12,
ATTACK_DOWN=13,
SHOOT_UP=14,
SHOOT_FRONT=15,
SHOOT_DOWN=16,
CAST_UP=17,
CAST_FRONT=18,
CAST_DOWN=19,
DHEX_ATTACK_UP=17,
DHEX_ATTACK_FRONT=18,
DHEX_ATTACK_DOWN=19,
MOVE_START=20, //no need to use this two directly - MOVING will be enought
MOVE_END=21
//MOUSEON=22 //special group for border-only images - IDLE will be used as base
//READY=23 //same but STANDING is base
};
private:
//queue of animations waiting to be displayed
std::queue<EAnimType> queue;
//this function is used as callback if preview flag was set during construction
void loopPreview(bool warMachine);
public:
//change anim to next if queue is not empty, call callback othervice
void reset();
//add sequence to the end of queue
void addLast(EAnimType newType);
void startPreview(bool warMachine);
//clear queue and set animation to this sequence
void clearAndSet(EAnimType type);
CCreatureAnim(int x, int y, std::string name, Rect picPos,
ui8 flags= USE_RLE, EAnimType = HOLDING );
};