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vcmi/client/Graphics.cpp

465 lines
12 KiB
C++

/*
* Graphics.cpp, 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
*
*/
#include "StdInc.h"
#include "Graphics.h"
#include <vcmi/Entity.h>
#include <vcmi/ArtifactService.h>
#include <vcmi/CreatureService.h>
#include <vcmi/FactionService.h>
#include <vcmi/HeroTypeService.h>
#include <vcmi/SkillService.h>
#include <vcmi/spells/Service.h>
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/CBinaryReader.h"
#include "gui/SDL_Extensions.h"
#include "gui/CAnimation.h"
#include <SDL_ttf.h>
#include "../lib/CThreadHelper.h"
#include "../lib/CModHandler.h"
#include "CGameInfo.h"
#include "../lib/VCMI_Lib.h"
#include "../CCallback.h"
#include "../lib/CGeneralTextHandler.h"
#include "CBitmapHandler.h"
#include "../lib/CGameState.h"
#include "../lib/JsonNode.h"
#include "../lib/vcmi_endian.h"
#include "../lib/CStopWatch.h"
#include "../lib/mapObjects/CObjectClassesHandler.h"
#include "../lib/mapObjects/CObjectHandler.h"
#include "../lib/CHeroHandler.h"
using namespace CSDL_Ext;
Graphics * graphics = nullptr;
void Graphics::loadPaletteAndColors()
{
auto textFile = CResourceHandler::get()->load(ResourceID("DATA/PLAYERS.PAL"))->readAll();
std::string pals((char*)textFile.first.get(), textFile.second);
playerColorPalette = new SDL_Color[256];
neutralColor = new SDL_Color;
playerColors = new SDL_Color[PlayerColor::PLAYER_LIMIT_I];
int startPoint = 24; //beginning byte; used to read
for(int i=0; i<256; ++i)
{
SDL_Color col;
col.r = pals[startPoint++];
col.g = pals[startPoint++];
col.b = pals[startPoint++];
col.a = SDL_ALPHA_OPAQUE;
startPoint++;
playerColorPalette[i] = col;
}
neutralColorPalette = new SDL_Color[32];
auto stream = CResourceHandler::get()->load(ResourceID("config/NEUTRAL.PAL"));
CBinaryReader reader(stream.get());
for(int i=0; i<32; ++i)
{
neutralColorPalette[i].r = reader.readUInt8();
neutralColorPalette[i].g = reader.readUInt8();
neutralColorPalette[i].b = reader.readUInt8();
reader.readUInt8(); // this is "flags" entry, not alpha
neutralColorPalette[i].a = SDL_ALPHA_OPAQUE;
}
//colors initialization
SDL_Color colors[] = {
{0xff,0, 0, SDL_ALPHA_OPAQUE},
{0x31,0x52,0xff,SDL_ALPHA_OPAQUE},
{0x9c,0x73,0x52,SDL_ALPHA_OPAQUE},
{0x42,0x94,0x29,SDL_ALPHA_OPAQUE},
{0xff,0x84,0, SDL_ALPHA_OPAQUE},
{0x8c,0x29,0xa5,SDL_ALPHA_OPAQUE},
{0x09,0x9c,0xa5,SDL_ALPHA_OPAQUE},
{0xc6,0x7b,0x8c,SDL_ALPHA_OPAQUE}};
for(int i=0;i<8;i++)
{
playerColors[i] = colors[i];
}
//gray
neutralColor->r = 0x84;
neutralColor->g = 0x84;
neutralColor->b = 0x84;
neutralColor->a = SDL_ALPHA_OPAQUE;
}
void Graphics::initializeBattleGraphics()
{
auto allConfigs = VLC->modh->getActiveMods();
allConfigs.insert(allConfigs.begin(), "core");
for(auto & mod : allConfigs)
{
if(!CResourceHandler::get(mod)->existsResource(ResourceID("config/battles_graphics.json")))
continue;
const JsonNode config(mod, ResourceID("config/battles_graphics.json"));
//initialization of AC->def name mapping
if(!config["ac_mapping"].isNull())
for(const JsonNode &ac : config["ac_mapping"].Vector())
{
int ACid = static_cast<int>(ac["id"].Float());
std::vector< std::string > toAdd;
for(const JsonNode &defname : ac["defnames"].Vector())
{
toAdd.push_back(defname.String());
}
battleACToDef[ACid] = toAdd;
}
}
}
Graphics::Graphics()
{
#if 0
std::vector<Task> tasks; //preparing list of graphics to load
tasks += std::bind(&Graphics::loadFonts,this);
tasks += std::bind(&Graphics::loadPaletteAndColors,this);
tasks += std::bind(&Graphics::initializeBattleGraphics,this);
tasks += std::bind(&Graphics::loadErmuToPicture,this);
tasks += std::bind(&Graphics::initializeImageLists,this);
CThreadHelper th(&tasks,std::max((ui32)1,boost::thread::hardware_concurrency()));
th.run();
#else
loadFonts();
loadPaletteAndColors();
initializeBattleGraphics();
loadErmuToPicture();
initializeImageLists();
#endif
//(!) do not load any CAnimation here
}
Graphics::~Graphics()
{
delete[] playerColors;
delete neutralColor;
delete[] playerColorPalette;
delete[] neutralColorPalette;
}
void Graphics::load()
{
heroMoveArrows = std::make_shared<CAnimation>("ADAG");
heroMoveArrows->preload();
loadHeroAnimations();
loadHeroFlagAnimations();
loadFogOfWar();
}
void Graphics::loadHeroAnimations()
{
for(auto & elem : CGI->heroh->classes.objects)
{
for (auto & templ : VLC->objtypeh->getHandlerFor(Obj::HERO, elem->getIndex())->getTemplates())
{
if (!heroAnimations.count(templ->animationFile))
heroAnimations[templ->animationFile] = loadHeroAnimation(templ->animationFile);
}
}
boatAnimations[0] = loadHeroAnimation("AB01_.DEF");
boatAnimations[1] = loadHeroAnimation("AB02_.DEF");
boatAnimations[2] = loadHeroAnimation("AB03_.DEF");
mapObjectAnimations["AB01_.DEF"] = boatAnimations[0];
mapObjectAnimations["AB02_.DEF"] = boatAnimations[1];
mapObjectAnimations["AB03_.DEF"] = boatAnimations[2];
}
void Graphics::loadHeroFlagAnimations()
{
static const std::vector<std::string> HERO_FLAG_ANIMATIONS =
{
"AF00", "AF01","AF02","AF03",
"AF04", "AF05","AF06","AF07"
};
static const std::vector< std::vector<std::string> > BOAT_FLAG_ANIMATIONS =
{
{
"ABF01L", "ABF01G", "ABF01R", "ABF01D",
"ABF01B", "ABF01P", "ABF01W", "ABF01K"
},
{
"ABF02L", "ABF02G", "ABF02R", "ABF02D",
"ABF02B", "ABF02P", "ABF02W", "ABF02K"
},
{
"ABF03L", "ABF03G", "ABF03R", "ABF03D",
"ABF03B", "ABF03P", "ABF03W", "ABF03K"
}
};
for(const auto & name : HERO_FLAG_ANIMATIONS)
heroFlagAnimations.push_back(loadHeroFlagAnimation(name));
for(int i = 0; i < BOAT_FLAG_ANIMATIONS.size(); i++)
for(const auto & name : BOAT_FLAG_ANIMATIONS[i])
boatFlagAnimations[i].push_back(loadHeroFlagAnimation(name));
}
std::shared_ptr<CAnimation> Graphics::loadHeroFlagAnimation(const std::string & name)
{
//first - group number to be rotated, second - group number after rotation
static const std::vector<std::pair<int,int> > rotations =
{
{6,10}, {7,11}, {8,12}, {1,13},
{2,14}, {3,15}
};
std::shared_ptr<CAnimation> anim = std::make_shared<CAnimation>(name);
anim->preload();
for(const auto & rotation : rotations)
{
const int sourceGroup = rotation.first;
const int targetGroup = rotation.second;
anim->createFlippedGroup(sourceGroup, targetGroup);
}
return anim;
}
std::shared_ptr<CAnimation> Graphics::loadHeroAnimation(const std::string &name)
{
//first - group number to be rotated, second - group number after rotation
static const std::vector<std::pair<int,int> > rotations =
{
{6,10}, {7,11}, {8,12}, {1,13},
{2,14}, {3,15}
};
std::shared_ptr<CAnimation> anim = std::make_shared<CAnimation>(name);
anim->preload();
for(const auto & rotation : rotations)
{
const int sourceGroup = rotation.first;
const int targetGroup = rotation.second;
anim->createFlippedGroup(sourceGroup, targetGroup);
}
return anim;
}
void Graphics::blueToPlayersAdv(SDL_Surface * sur, PlayerColor player)
{
if(sur->format->palette)
{
SDL_Color * palette = nullptr;
if(player < PlayerColor::PLAYER_LIMIT)
{
palette = playerColorPalette + 32*player.getNum();
}
else if(player == PlayerColor::NEUTRAL)
{
palette = neutralColorPalette;
}
else
{
logGlobal->error("Wrong player id in blueToPlayersAdv (%s)!", player.getStr());
return;
}
//FIXME: not all player colored images have player palette at last 32 indexes
//NOTE: following code is much more correct but still not perfect (bugged with status bar)
SDL_SetColors(sur, palette, 224, 32);
#if 0
SDL_Color * bluePalette = playerColorPalette + 32;
SDL_Palette * oldPalette = sur->format->palette;
SDL_Palette * newPalette = SDL_AllocPalette(256);
for(size_t destIndex = 0; destIndex < 256; destIndex++)
{
SDL_Color old = oldPalette->colors[destIndex];
bool found = false;
for(size_t srcIndex = 0; srcIndex < 32; srcIndex++)
{
if(old.b == bluePalette[srcIndex].b && old.g == bluePalette[srcIndex].g && old.r == bluePalette[srcIndex].r)
{
found = true;
newPalette->colors[destIndex] = palette[srcIndex];
break;
}
}
if(!found)
newPalette->colors[destIndex] = old;
}
SDL_SetSurfacePalette(sur, newPalette);
SDL_FreePalette(newPalette);
#endif // 0
}
else
{
//TODO: implement. H3 method works only for images with palettes.
// Add some kind of player-colored overlay?
// Or keep palette approach here and replace only colors of specific value(s)
// Or just wait for OpenGL support?
logGlobal->warn("Image must have palette to be player-colored!");
}
}
void Graphics::loadFogOfWar()
{
fogOfWarFullHide = std::make_shared<CAnimation>("TSHRC");
fogOfWarFullHide->preload();
fogOfWarPartialHide = std::make_shared<CAnimation>("TSHRE");
fogOfWarPartialHide->preload();
static const int rotations [] = {22, 15, 2, 13, 12, 16, 28, 17, 20, 19, 7, 24, 26, 25, 30, 32, 27};
size_t size = fogOfWarPartialHide->size(0);//group size after next rotation
for(const int rotation : rotations)
{
fogOfWarPartialHide->duplicateImage(0, rotation, 0);
auto image = fogOfWarPartialHide->getImage(size, 0);
image->verticalFlip();
size++;
}
}
void Graphics::loadFonts()
{
const JsonNode config(ResourceID("config/fonts.json"));
const JsonVector & bmpConf = config["bitmap"].Vector();
const JsonNode & ttfConf = config["trueType"];
const JsonNode & hanConf = config["bitmapHan"];
assert(bmpConf.size() == FONTS_NUMBER);
for (size_t i=0; i<FONTS_NUMBER; i++)
{
std::string filename = bmpConf[i].String();
if (!hanConf[filename].isNull())
fonts[i] = std::make_shared<CBitmapHanFont>(hanConf[filename]);
else if (!ttfConf[filename].isNull()) // no ttf override
fonts[i] = std::make_shared<CTrueTypeFont>(ttfConf[filename]);
else
fonts[i] = std::make_shared<CBitmapFont>(filename);
}
}
std::shared_ptr<CAnimation> Graphics::getAnimation(const CGObjectInstance* obj)
{
return getAnimation(obj->appearance);
}
std::shared_ptr<CAnimation> Graphics::getAnimation(std::shared_ptr<const ObjectTemplate> info)
{
//the only(?) invisible object
if(info->id == Obj::EVENT)
{
return std::shared_ptr<CAnimation>();
}
if(info->animationFile.empty())
{
logGlobal->warn("Def name for obj (%d,%d) is empty!", info->id, info->subid);
return std::shared_ptr<CAnimation>();
}
std::shared_ptr<CAnimation> ret = mapObjectAnimations[info->animationFile];
//already loaded
if(ret)
{
ret->preload();
return ret;
}
ret = std::make_shared<CAnimation>(info->animationFile);
mapObjectAnimations[info->animationFile] = ret;
ret->preload();
return ret;
}
void Graphics::loadErmuToPicture()
{
//loading ERMU to picture
const JsonNode config(ResourceID("config/ERMU_to_picture.json"));
int etp_idx = 0;
for(const JsonNode &etp : config["ERMU_to_picture"].Vector()) {
int idx = 0;
for(const JsonNode &n : etp.Vector()) {
ERMUtoPicture[idx][etp_idx] = n.String();
idx ++;
}
assert (idx == ARRAY_COUNT(ERMUtoPicture));
etp_idx ++;
}
assert (etp_idx == 44);
}
void Graphics::addImageListEntry(size_t index, const std::string & listName, const std::string & imageName)
{
if (!imageName.empty())
{
JsonNode entry;
entry["frame"].Integer() = index;
entry["file"].String() = imageName;
imageLists["SPRITES/" + listName]["images"].Vector().push_back(entry);
}
}
void Graphics::addImageListEntries(const EntityService * service)
{
auto cb = std::bind(&Graphics::addImageListEntry, this, _1, _2, _3);
auto loopCb = [&](const Entity * entity, bool & stop)
{
entity->registerIcons(cb);
};
service->forEachBase(loopCb);
}
void Graphics::initializeImageLists()
{
addImageListEntries(CGI->creatures());
addImageListEntries(CGI->heroTypes());
addImageListEntries(CGI->artifacts());
addImageListEntries(CGI->factions());
addImageListEntries(CGI->spells());
addImageListEntries(CGI->skills());
}