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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 "../battle/BattleConstants.h"
 
- #include "../../lib/filesystem/ResourcePath.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class Rect;
 
- VCMI_LIB_NAMESPACE_END
 
- class CAnimImage;
 
- class CLabel;
 
- class CAnimation;
 
- class IImage;
 
- // Image class
 
- class CPicture : public CIntObject
 
- {
 
- 	std::shared_ptr<IImage> bg;
 
- public:
 
- 	/// if set, only specified section of internal image will be rendered
 
- 	std::optional<Rect> srcRect;
 
- 	/// If set to true, iamge will be redrawn on each frame
 
- 	bool needRefresh;
 
- 	std::shared_ptr<IImage> getSurface()
 
- 	{
 
- 		return bg;
 
- 	}
 
- 	/// wrap existing image
 
- 	CPicture(std::shared_ptr<IImage> image, const Point & position);
 
- 	/// wrap section of an existing Image
 
- 	CPicture(std::shared_ptr<IImage> image, const Rect &SrcRext, int x = 0, int y = 0); //wrap subrect of given surface
 
- 	/// Loads image from specified file name
 
- 	CPicture(const ImagePath & bmpname);
 
- 	CPicture(const ImagePath & bmpname, const Point & position);
 
- 	CPicture(const ImagePath & bmpname, int x, int y);
 
- 	/// set alpha value for whole surface. Note: may be messed up if surface is shared
 
- 	/// 0=transparent, 255=opaque
 
- 	void setAlpha(uint8_t value);
 
- 	void scaleTo(Point size);
 
- 	void colorize(PlayerColor player);
 
- 	void show(Canvas & to) override;
 
- 	void showAll(Canvas & to) override;
 
- };
 
- /// area filled with specific texture
 
- class CFilledTexture : public CIntObject
 
- {
 
- protected:
 
- 	std::shared_ptr<IImage> texture;
 
- 	Rect imageArea;
 
- public:
 
- 	CFilledTexture(const ImagePath & imageName, Rect position);
 
- 	CFilledTexture(std::shared_ptr<IImage> image, Rect position, Rect imageArea);
 
- 	void showAll(Canvas & to) override;
 
- };
 
- class FilledTexturePlayerColored : public CFilledTexture
 
- {
 
- public:
 
- 	FilledTexturePlayerColored(const ImagePath & imageName, Rect position);
 
- 	void playerColored(PlayerColor player);
 
- };
 
- /// 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;
 
- 	ui8 flags;
 
- 	Point scaledSize;
 
- 	/// If set, then image is colored using player-specific palette
 
- 	std::optional<PlayerColor> player;
 
- 	bool isScaled() const;
 
- 	void setSizeFromImage(const IImage &img);
 
- 	void init();
 
- public:
 
- 	bool visible;
 
- 	CAnimImage(const AnimationPath & 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(std::shared_ptr<CAnimation> Anim, size_t Frame, Rect targetPos, size_t Group=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 to specific player
 
- 	void playerColored(PlayerColor player);
 
- 	/// returns true if image has player-colored effect applied
 
- 	bool isPlayerColored() const;
 
- 	void showAll(Canvas & to) override;
 
- 	void setAnimationPath(const AnimationPath & name, size_t frame);
 
- 	void setScale(Point scale);
 
- };
 
- /// 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
 
- 		PLAY_ONCE=32       //play animation only once and stop at last frame
 
- 	};
 
- protected:
 
- 	std::shared_ptr<CAnimation> anim;
 
- 	size_t group, frame;//current frame
 
- 	size_t first, last; //animation range
 
- 	/// total time on scren for each frame in animation
 
- 	ui32 frameTimeTotal;
 
- 	/// how long was current frame visible on screen
 
- 	ui32 frameTimePassed;
 
- 	ui8 flags;//Flags from EFlags enum
 
- 	//blit image with optional rotation, fitting into rect, etc
 
- 	void blitImage(size_t frame, size_t group, Canvas & 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, const AnimationPath & name, ui8 flags, ui32 frameTime, size_t Group=0, uint8_t alpha = UINT8_MAX);
 
- 	~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();
 
- 	//set animation duration
 
- 	void setDuration(int durationMs);
 
- 	//show current frame and increase counter
 
- 	void show(Canvas & to) override;
 
- 	void showAll(Canvas & to) override;
 
- 	void tick(uint32_t msPassed) override;
 
- };
 
- /// Creature-dependend animations like attacking, moving,...
 
- class CCreatureAnim: public CShowableAnim
 
- {
 
- private:
 
- 	//queue of animations waiting to be displayed
 
- 	std::queue<ECreatureAnimType> 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(ECreatureAnimType newType);
 
- 	void startPreview(bool warMachine);
 
- 	//clear queue and set animation to this sequence
 
- 	void clearAndSet(ECreatureAnimType type);
 
- 	CCreatureAnim(int x, int y, const AnimationPath & name, ui8 flags = 0, ECreatureAnimType = ECreatureAnimType::HOLDING);
 
- };
 
 
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