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9fd1cff090
Long time ago it's was used without prefix to make future switch from boost to std version easier. I discusses this with Ivan and decide to drop these using from Global.h now. This change wouldn't break anything because there was already code with prefix for each of three cases.
143 lines
4.7 KiB
C++
143 lines
4.7 KiB
C++
#pragma once
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#include "../../lib/FunctionList.h"
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#include "../gui/SDL_Extensions.h"
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#include "../widgets/Images.h"
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/*
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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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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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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 defName;
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int fullWidth, fullHeight;
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// palette, as read from def file
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std::array<SDL_Color, 256> palette;
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//key = id of group (note that some groups may be missing)
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//value = offset of pixel data for each frame, vector size = number of frames in group
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std::map<int, std::vector<unsigned int>> dataOffsets;
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//animation raw data
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//TODO: use vector instead?
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std::unique_ptr<ui8[]> pixelData;
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size_t pixelDataSize;
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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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ui8 * getPixelAddr(SDL_Surface * dest, int ftcpX, int ftcpY) const;
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template<int bpp>
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void putPixelAt(SDL_Surface * dest, int X, int Y, size_t index, const std::array<SDL_Color, 8> & special) const;
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template<int bpp>
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void putPixel( ui8 * dest, const SDL_Color & color, size_t index, const std::array<SDL_Color, 8> & special) const;
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template<int bpp>
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void nextFrameT(SDL_Surface * dest, bool rotate);
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void endAnimation();
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/// creates 8 special colors for current frame
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std::array<SDL_Color, 8> genSpecialPalette();
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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(std::string name, TSpeedController speedController); //c-tor
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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 rotate);
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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; //retirns number of fromes in given group
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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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