1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/mapeditor/Animation.h
2022-09-04 18:52:24 +04:00

88 lines
2.5 KiB
C++

#ifndef ANIMATION_H
#define ANIMATION_H
#include "../lib/JsonNode.h"
#include "../lib/GameConstants.h"
#include <QRgb>
#include <QImage>
/*
* Base class for images, can be used for non-animation pictures as well
*/
class DefFile;
/// Class for handling animation
class Animation
{
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, std::shared_ptr<QImage> > > images;
//animation file name
std::string name;
bool preloaded;
std::shared_ptr<DefFile> defFile;
//loader, will be called by load(), require opened def file for loading from it. Returns true if image is loaded
bool loadFrame(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();
//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
std::shared_ptr<QImage> getFromExtraDef(std::string filename);
public:
Animation(std::string Name);
Animation();
~Animation();
//duplicates frame at [sourceGroup, sourceFrame] as last frame in targetGroup
//and loads it if animation is preloaded
void duplicateImage(const size_t sourceGroup, const size_t sourceFrame, const size_t targetGroup);
// adjust the color of the animation, used in battle spell effects, e.g. Cloned objects
//add custom surface to the selected position.
void setCustom(std::string filename, size_t frame, size_t group=0);
std::shared_ptr<QImage> getImage(size_t frame, size_t group=0, bool verbose=true) const;
//all available frames
void load ();
void unload();
void preload();
//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;
void horizontalFlip();
void verticalFlip();
void playerColored(PlayerColor player);
void createFlippedGroup(const size_t sourceGroup, const size_t targetGroup);
};
#endif // ANIMATION_H