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vcmi/client/BattleInterface/CCreatureAnimation.h
beegee1 2f5d6f2684 * CHexField renamed to CBattleHex
* CHexFieldControl renamed to CClickableHex
* CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h
* Removed unused project files
* Added VCMI_client filters file for VS 2010
* Gathered common parts of StdInc.h in Global.h
* Boost.Spirit has been included in PCH for ERM project
* StopWatch renamed to CStopWatch
* GuiBase.cpp split up in UIFramework/...
2011-12-17 18:59:59 +00:00

81 lines
2.9 KiB
C++

#pragma once
#include "../CDefHandler.h"
#include "../../client/CBitmapHandler.h"
#include "../CAnimation.h"
/*
* CCreatureAnimation.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 BMPPalette;
class CIntObject;
/// Class which manages animations of creatures/units inside battles
class CCreatureAnimation : public CIntObject
{
private:
int totalEntries, DEFType, totalBlocks;
int length;
BMPPalette palette[256];
struct SEntry
{
int offset;
int group;
} ;
std::vector<SEntry> SEntries ;
std::string defName, curDir;
template<int bpp>
void putPixel(
SDL_Surface * dest,
const int & ftcpX,
const int & ftcpY,
const BMPPalette & color,
const ui8 & palc,
const bool & yellowBorder,
const bool & blueBorder,
const ui8 & animCount
) const;
////////////
ui8 * FDef; //animation raw data
int curFrame, internalFrame; //number of currently displayed frame
ui32 frames; //number of frames
CCreatureAnim::EAnimType type; //type of animation being displayed (-1 - whole animation, >0 - specified part [default: -1])
template<int bpp>
int nextFrameT(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool incrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
int nextFrameMiddle(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool IncrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
std::map<int, std::vector<int> > frameGroups; //groups of frames; [groupID] -> vector of frame IDs in group
bool once;
public:
int fullWidth, fullHeight; //read-only, please!
CCreatureAnimation(std::string name); //c-tor
~CCreatureAnimation(); //d-tor
void setType(CCreatureAnim::EAnimType type); //sets type of animation and cleares framecount
CCreatureAnim::EAnimType getType() const; //returns type of animation
int nextFrame(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool incrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
void incrementFrame();
int getFrame() const; // Gets the current frame ID relative to DEF file.
int getAnimationFrame() const; // Gets the current frame ID relative to frame group.
bool onFirstFrameInGroup();
bool onLastFrameInGroup();
void playOnce(CCreatureAnim::EAnimType type); //plays once given stage of animation, then resets to 2
int framesInGroup(CCreatureAnim::EAnimType group) const; //retirns number of fromes in given group
};