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https://github.com/vcmi/vcmi.git
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c502cfc223
The image will be scaled to the given width (height is ignored)
236 lines
6.3 KiB
C++
236 lines
6.3 KiB
C++
/*
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* Images.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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#pragma once
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#include "../gui/CIntObject.h"
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#include "../gui/SDL_Extensions.h"
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struct SDL_Surface;
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struct Rect;
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class CAnimImage;
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class CLabel;
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class CAnimation;
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class IImage;
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// Image class
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class CPicture : public CIntObject
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{
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void setSurface(SDL_Surface *to);
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public:
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SDL_Surface * bg;
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Rect * srcRect; //if nullptr then whole surface will be used
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bool freeSurf; //whether surface will be freed upon CPicture destruction
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bool needRefresh;//Surface needs to be displayed each frame
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bool visible;
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operator SDL_Surface*()
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{
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return bg;
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}
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CPicture(const Rect & r, const SDL_Color & color, bool screenFormat = false); //rect filled with given color
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CPicture(const Rect & r, ui32 color, bool screenFormat = false); //rect filled with given color
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CPicture(SDL_Surface * BG, int x = 0, int y=0, bool Free = true); //wrap existing SDL_Surface
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CPicture(const std::string &bmpname, int x=0, int y=0);
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CPicture(SDL_Surface *BG, const Rect &SrcRext, int x = 0, int y = 0, bool free = false); //wrap subrect of given surface
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~CPicture();
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void init();
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//set alpha value for whole surface. Note: may be messed up if surface is shared
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// 0=transparent, 255=opaque
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void setAlpha(int value);
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void scaleTo(Point size);
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void createSimpleRect(const Rect &r, bool screenFormat, ui32 color);
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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void convertToScreenBPP();
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void colorize(PlayerColor player);
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};
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/// area filled with specific texture
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class CFilledTexture : CIntObject
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{
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SDL_Surface * texture;
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public:
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CFilledTexture(std::string imageName, Rect position);
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~CFilledTexture();
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void showAll(SDL_Surface *to) override;
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};
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/// Class for displaying one image from animation
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class CAnimImage: public CIntObject
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{
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private:
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std::shared_ptr<CAnimation> anim;
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//displayed frame/group
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size_t frame;
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size_t group;
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PlayerColor player;
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ui8 flags;
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const Point scaledSize;
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bool isScaled() const;
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void setSizeFromImage(const IImage &img);
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void init();
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public:
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bool visible;
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CAnimImage(const std::string & name, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
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CAnimImage(std::shared_ptr<CAnimation> Anim, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
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CAnimImage(std::shared_ptr<CAnimation> Anim, size_t Frame, Rect targetPos, size_t Group=0, ui8 Flags=0);
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~CAnimImage();
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//size of animation
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size_t size();
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//change displayed frame on this one
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void setFrame(size_t Frame, size_t Group=0);
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//makes image player-colored
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void playerColored(PlayerColor player);
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void showAll(SDL_Surface * to) override;
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};
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/// Base class for displaying animation, used as superclass for different animations
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class CShowableAnim: public CIntObject
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{
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public:
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enum EFlags
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{
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BASE=1, //base frame will be blitted before current one
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HORIZONTAL_FLIP=2, //TODO: will be displayed rotated
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VERTICAL_FLIP=4, //TODO: will be displayed rotated
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PLAYER_COLORED=16, //TODO: all loaded images will be player-colored
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PLAY_ONCE=32 //play animation only once and stop at last frame
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};
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protected:
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std::shared_ptr<CAnimation> anim;
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size_t group, frame;//current frame
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size_t first, last; //animation range
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//TODO: replace with time delay(needed for battles)
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ui32 frameDelay;//delay in frames of each image
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ui32 value;//how many times current frame was showed
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ui8 flags;//Flags from EFlags enum
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//blit image with optional rotation, fitting into rect, etc
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void blitImage(size_t frame, size_t group, SDL_Surface *to);
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//For clipping in rect, offsets of picture coordinates
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int xOffset, yOffset;
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ui8 alpha;
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public:
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//called when next animation sequence is required
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std::function<void()> callback;
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//Set per-surface alpha, 0 = transparent, 255 = opaque
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void setAlpha(ui32 alphaValue);
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CShowableAnim(int x, int y, std::string name, ui8 flags=0, ui32 Delay=4, size_t Group=0);
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~CShowableAnim();
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//set animation to group or part of group
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bool set(size_t Group);
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bool set(size_t Group, size_t from, size_t to=-1);
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//set rotation flags
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void rotate(bool on, bool vertical=false);
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//move displayed part of picture (if picture is clipped to rect)
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void clipRect(int posX, int posY, int width, int height);
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//set frame to first, call callback
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virtual void reset();
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//show current frame and increase counter
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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};
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/// Creature-dependend animations like attacking, moving,...
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class CCreatureAnim: public CShowableAnim
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{
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public:
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enum EHeroAnimType
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{
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HERO_HOLDING = 0,
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HERO_IDLE = 1, // idling movement that happens from time to time
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HERO_DEFEAT = 2, // played when army loses stack or on friendly fire
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HERO_VICTORY = 3, // when enemy stack killed or huge damage is dealt
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HERO_CAST_SPELL = 4 // spellcasting
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};
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enum EAnimType // list of creature animations, numbers were taken from def files
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{
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MOVING=0,
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MOUSEON=1,
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HOLDING=2,
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HITTED=3,
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DEFENCE=4,
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DEATH=5,
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DEATH_RANGED=6,
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TURN_L=7,
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TURN_R=8, //same
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//TURN_L2=9, //identical to previous?
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//TURN_R2=10,
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ATTACK_UP=11,
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ATTACK_FRONT=12,
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ATTACK_DOWN=13,
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SHOOT_UP=14,
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SHOOT_FRONT=15,
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SHOOT_DOWN=16,
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CAST_UP=17,
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CAST_FRONT=18,
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CAST_DOWN=19,
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MOVE_START=20,
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MOVE_END=21,
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DEAD = 22, // new group, used to show dead stacks. If empty - last frame from "DEATH" will be copied here
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DEAD_RANGED = 23, // new group, used to show dead stacks (if DEATH_RANGED was used). If empty - last frame from "DEATH_RANGED" will be copied here
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VCMI_CAST_UP = 30,
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VCMI_CAST_FRONT = 31,
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VCMI_CAST_DOWN = 32,
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VCMI_2HEX_UP = 40,
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VCMI_2HEX_FRONT = 41,
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VCMI_2HEX_DOWN = 42
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};
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private:
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//queue of animations waiting to be displayed
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std::queue<EAnimType> queue;
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//this function is used as callback if preview flag was set during construction
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void loopPreview(bool warMachine);
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public:
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//change anim to next if queue is not empty, call callback othervice
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void reset() override;
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//add sequence to the end of queue
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void addLast(EAnimType newType);
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void startPreview(bool warMachine);
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//clear queue and set animation to this sequence
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void clearAndSet(EAnimType type);
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CCreatureAnim(int x, int y, std::string name, ui8 flags = 0, EAnimType = HOLDING);
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};
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