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