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Images.cpp 12 KB

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  1. /*
  2. * Images.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Images.h"
  12. #include "MiscWidgets.h"
  13. #include "../gui/CGuiHandler.h"
  14. #include "../renderSDL/SDL_Extensions.h"
  15. #include "../render/IImage.h"
  16. #include "../render/IRenderHandler.h"
  17. #include "../render/CAnimation.h"
  18. #include "../render/Canvas.h"
  19. #include "../render/ColorFilter.h"
  20. #include "../battle/BattleInterface.h"
  21. #include "../battle/BattleInterfaceClasses.h"
  22. #include "../CGameInfo.h"
  23. #include "../CPlayerInterface.h"
  24. #include "../CMusicHandler.h"
  25. #include "../../CCallback.h"
  26. #include "../../lib/CConfigHandler.h"
  27. #include "../../lib/CGeneralTextHandler.h" //for Unicode related stuff
  28. #include "../../lib/CRandomGenerator.h"
  29. CPicture::CPicture(std::shared_ptr<IImage> image, const Point & position)
  30. : bg(image)
  31. , visible(true)
  32. , needRefresh(false)
  33. {
  34. pos += position;
  35. pos.w = bg->width();
  36. pos.h = bg->height();
  37. }
  38. CPicture::CPicture( const ImagePath &bmpname, int x, int y )
  39. : CPicture(bmpname, Point(x,y))
  40. {}
  41. CPicture::CPicture( const ImagePath & bmpname )
  42. : CPicture(bmpname, Point(0,0))
  43. {}
  44. CPicture::CPicture( const ImagePath & bmpname, const Point & position )
  45. : bg(GH.renderHandler().loadImage(bmpname))
  46. , visible(true)
  47. , needRefresh(false)
  48. {
  49. pos.x += position.x;
  50. pos.y += position.y;
  51. assert(bg);
  52. if(bg)
  53. {
  54. pos.w = bg->width();
  55. pos.h = bg->height();
  56. }
  57. else
  58. {
  59. pos.w = pos.h = 0;
  60. }
  61. }
  62. CPicture::CPicture(std::shared_ptr<IImage> image, const Rect &SrcRect, int x, int y)
  63. : CPicture(image, Point(x,y))
  64. {
  65. srcRect = SrcRect;
  66. pos.w = srcRect->w;
  67. pos.h = srcRect->h;
  68. }
  69. void CPicture::show(Canvas & to)
  70. {
  71. if (visible && needRefresh)
  72. showAll(to);
  73. }
  74. void CPicture::showAll(Canvas & to)
  75. {
  76. if(bg && visible)
  77. {
  78. if (srcRect.has_value())
  79. to.draw(bg, pos.topLeft(), *srcRect);
  80. else
  81. to.draw(bg, pos.topLeft());
  82. }
  83. }
  84. void CPicture::setAlpha(int value)
  85. {
  86. bg->setAlpha(value);
  87. }
  88. void CPicture::scaleTo(Point size)
  89. {
  90. bg = bg->scaleFast(size);
  91. pos.w = bg->width();
  92. pos.h = bg->height();
  93. }
  94. void CPicture::colorize(PlayerColor player)
  95. {
  96. bg->playerColored(player);
  97. }
  98. CFilledTexture::CFilledTexture(const ImagePath & imageName, Rect position):
  99. CIntObject(0, position.topLeft()),
  100. texture(GH.renderHandler().loadImage(imageName))
  101. {
  102. pos.w = position.w;
  103. pos.h = position.h;
  104. imageArea = Rect(Point(), texture->dimensions());
  105. }
  106. CFilledTexture::CFilledTexture(std::shared_ptr<IImage> image, Rect position, Rect imageArea)
  107. : CIntObject(0, position.topLeft())
  108. , texture(image)
  109. , imageArea(imageArea)
  110. {
  111. pos.w = position.w;
  112. pos.h = position.h;
  113. }
  114. void CFilledTexture::showAll(Canvas & to)
  115. {
  116. CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
  117. for (int y=pos.top(); y < pos.bottom(); y+= imageArea.h)
  118. {
  119. for (int x=pos.left(); x < pos.right(); x+= imageArea.w)
  120. to.draw(texture, Point(x,y), imageArea);
  121. }
  122. }
  123. FilledTexturePlayerColored::FilledTexturePlayerColored(const ImagePath & imageName, Rect position)
  124. : CFilledTexture(imageName, position)
  125. {
  126. }
  127. void FilledTexturePlayerColored::playerColored(PlayerColor player)
  128. {
  129. // Color transform to make color of brown DIBOX.PCX texture match color of specified player
  130. std::array<ColorFilter, PlayerColor::PLAYER_LIMIT_I> filters = {
  131. ColorFilter::genRangeShifter( 0.25, 0, 0, 1.25, 0.00, 0.00 ), // red
  132. ColorFilter::genRangeShifter( 0, 0, 0, 0.45, 1.20, 4.50 ), // blue
  133. ColorFilter::genRangeShifter( 0.40, 0.27, 0.23, 1.10, 1.20, 1.15 ), // tan
  134. ColorFilter::genRangeShifter( -0.27, 0.10, -0.27, 0.70, 1.70, 0.70 ), // green
  135. ColorFilter::genRangeShifter( 0.47, 0.17, -0.27, 1.60, 1.20, 0.70 ), // orange
  136. ColorFilter::genRangeShifter( 0.12, -0.1, 0.25, 1.15, 1.20, 2.20 ), // purple
  137. ColorFilter::genRangeShifter( -0.13, 0.23, 0.23, 0.90, 1.20, 2.20 ), // teal
  138. ColorFilter::genRangeShifter( 0.44, 0.15, 0.25, 1.00, 1.00, 1.75 ) // pink
  139. };
  140. assert(player.isValidPlayer());
  141. if (!player.isValidPlayer())
  142. {
  143. logGlobal->error("Unable to colorize to invalid player color %d!", static_cast<int>(player.getNum()));
  144. return;
  145. }
  146. texture->adjustPalette(filters[player.getNum()], 0);
  147. }
  148. CAnimImage::CAnimImage(const AnimationPath & name, size_t Frame, size_t Group, int x, int y, ui8 Flags):
  149. frame(Frame),
  150. group(Group),
  151. flags(Flags)
  152. {
  153. pos.x += x;
  154. pos.y += y;
  155. anim = GH.renderHandler().loadAnimation(name);
  156. init();
  157. }
  158. CAnimImage::CAnimImage(std::shared_ptr<CAnimation> Anim, size_t Frame, size_t Group, int x, int y, ui8 Flags):
  159. anim(Anim),
  160. frame(Frame),
  161. group(Group),
  162. flags(Flags)
  163. {
  164. pos.x += x;
  165. pos.y += y;
  166. init();
  167. }
  168. CAnimImage::CAnimImage(std::shared_ptr<CAnimation> Anim, size_t Frame, Rect targetPos, size_t Group, ui8 Flags):
  169. anim(Anim),
  170. frame(Frame),
  171. group(Group),
  172. flags(Flags),
  173. scaledSize(targetPos.w, targetPos.h)
  174. {
  175. pos.x += targetPos.x;
  176. pos.y += targetPos.y;
  177. init();
  178. }
  179. size_t CAnimImage::size()
  180. {
  181. return anim->size(group);
  182. }
  183. bool CAnimImage::isScaled() const
  184. {
  185. return (scaledSize.x != 0);
  186. }
  187. void CAnimImage::setSizeFromImage(const IImage &img)
  188. {
  189. if (isScaled())
  190. {
  191. // At the time of writing this, IImage had no method to scale to different aspect ratio
  192. // Therefore, have to ignore the target height and preserve original aspect ratio
  193. pos.w = scaledSize.x;
  194. pos.h = roundf(float(scaledSize.x) * img.height() / img.width());
  195. }
  196. else
  197. {
  198. pos.w = img.width();
  199. pos.h = img.height();
  200. }
  201. }
  202. void CAnimImage::init()
  203. {
  204. visible = true;
  205. anim->load(frame, group);
  206. if (flags & CShowableAnim::BASE)
  207. anim->load(0,group);
  208. auto img = anim->getImage(frame, group);
  209. if (img)
  210. setSizeFromImage(*img);
  211. }
  212. CAnimImage::~CAnimImage()
  213. {
  214. }
  215. void CAnimImage::showAll(Canvas & to)
  216. {
  217. if(!visible)
  218. return;
  219. std::vector<size_t> frames = {frame};
  220. if((flags & CShowableAnim::BASE) && frame != 0)
  221. {
  222. frames.insert(frames.begin(), 0);
  223. }
  224. for(auto targetFrame : frames)
  225. {
  226. if(auto img = anim->getImage(targetFrame, group))
  227. {
  228. if(isScaled())
  229. {
  230. auto scaled = img->scaleFast(scaledSize);
  231. to.draw(scaled, pos.topLeft());
  232. }
  233. else
  234. to.draw(img, pos.topLeft());
  235. }
  236. }
  237. }
  238. void CAnimImage::setAnimationPath(const AnimationPath & name, size_t frame)
  239. {
  240. this->frame = frame;
  241. anim = GH.renderHandler().loadAnimation(name);
  242. init();
  243. }
  244. void CAnimImage::setScale(Point scale)
  245. {
  246. scaledSize = scale;
  247. }
  248. void CAnimImage::setFrame(size_t Frame, size_t Group)
  249. {
  250. if (frame == Frame && group==Group)
  251. return;
  252. if (anim->size(Group) > Frame)
  253. {
  254. anim->load(Frame, Group);
  255. frame = Frame;
  256. group = Group;
  257. if(auto img = anim->getImage(frame, group))
  258. {
  259. if (player.has_value())
  260. img->playerColored(*player);
  261. setSizeFromImage(*img);
  262. }
  263. }
  264. else
  265. logGlobal->error("Error: accessing unavailable frame %d:%d in CAnimation!", Group, Frame);
  266. }
  267. void CAnimImage::playerColored(PlayerColor currPlayer)
  268. {
  269. player = currPlayer;
  270. anim->getImage(frame, group)->playerColored(*player);
  271. if (flags & CShowableAnim::BASE)
  272. anim->getImage(0, group)->playerColored(*player);
  273. }
  274. bool CAnimImage::isPlayerColored() const
  275. {
  276. return player.has_value();
  277. }
  278. CShowableAnim::CShowableAnim(int x, int y, const AnimationPath & name, ui8 Flags, ui32 frameTime, size_t Group, uint8_t alpha):
  279. anim(GH.renderHandler().loadAnimation(name)),
  280. group(Group),
  281. frame(0),
  282. first(0),
  283. frameTimeTotal(frameTime),
  284. frameTimePassed(0),
  285. flags(Flags),
  286. xOffset(0),
  287. yOffset(0),
  288. alpha(alpha)
  289. {
  290. anim->loadGroup(group);
  291. last = anim->size(group);
  292. pos.w = anim->getImage(0, group)->width();
  293. pos.h = anim->getImage(0, group)->height();
  294. pos.x+= x;
  295. pos.y+= y;
  296. addUsedEvents(TIME);
  297. }
  298. CShowableAnim::~CShowableAnim()
  299. {
  300. anim->unloadGroup(group);
  301. }
  302. void CShowableAnim::setAlpha(ui32 alphaValue)
  303. {
  304. alpha = std::min<ui32>(alphaValue, 255);
  305. }
  306. bool CShowableAnim::set(size_t Group, size_t from, size_t to)
  307. {
  308. size_t max = anim->size(Group);
  309. if (to < max)
  310. max = to;
  311. if (max < from || max == 0)
  312. return false;
  313. anim->unloadGroup(group);
  314. anim->loadGroup(Group);
  315. group = Group;
  316. frame = first = from;
  317. last = max;
  318. frameTimePassed = 0;
  319. return true;
  320. }
  321. bool CShowableAnim::set(size_t Group)
  322. {
  323. if (anim->size(Group)== 0)
  324. return false;
  325. if (group != Group)
  326. {
  327. anim->unloadGroup(group);
  328. anim->loadGroup(Group);
  329. first = 0;
  330. group = Group;
  331. last = anim->size(Group);
  332. }
  333. frame = 0;
  334. frameTimePassed = 0;
  335. return true;
  336. }
  337. void CShowableAnim::reset()
  338. {
  339. frame = first;
  340. if (callback)
  341. callback();
  342. }
  343. void CShowableAnim::clipRect(int posX, int posY, int width, int height)
  344. {
  345. xOffset = posX;
  346. yOffset = posY;
  347. pos.w = width;
  348. pos.h = height;
  349. }
  350. void CShowableAnim::show(Canvas & to)
  351. {
  352. if ( flags & BASE )// && frame != first) // FIXME: results in graphical glytch in Fortress, upgraded hydra's dwelling
  353. blitImage(first, group, to);
  354. blitImage(frame, group, to);
  355. }
  356. void CShowableAnim::tick(uint32_t msPassed)
  357. {
  358. if ((flags & PLAY_ONCE) && frame + 1 == last)
  359. return;
  360. frameTimePassed += msPassed;
  361. if(frameTimePassed >= frameTimeTotal)
  362. {
  363. frameTimePassed -= frameTimeTotal;
  364. if ( ++frame >= last)
  365. reset();
  366. }
  367. }
  368. void CShowableAnim::showAll(Canvas & to)
  369. {
  370. if ( flags & BASE )// && frame != first)
  371. blitImage(first, group, to);
  372. blitImage(frame, group, to);
  373. }
  374. void CShowableAnim::blitImage(size_t frame, size_t group, Canvas & to)
  375. {
  376. Rect src( xOffset, yOffset, pos.w, pos.h);
  377. auto img = anim->getImage(frame, group);
  378. if(img)
  379. {
  380. img->setAlpha(alpha);
  381. to.draw(img, pos.topLeft(), src);
  382. }
  383. }
  384. void CShowableAnim::rotate(bool on, bool vertical)
  385. {
  386. ui8 flag = vertical? VERTICAL_FLIP:HORIZONTAL_FLIP;
  387. if (on)
  388. flags |= flag;
  389. else
  390. flags &= ~flag;
  391. }
  392. void CShowableAnim::setDuration(int durationMs)
  393. {
  394. frameTimeTotal = durationMs/(last - first);
  395. }
  396. CCreatureAnim::CCreatureAnim(int x, int y, const AnimationPath & name, ui8 flags, ECreatureAnimType type):
  397. CShowableAnim(x, y, name, flags, 100, size_t(type)) // H3 uses 100 ms per frame, irregardless of battle speed settings
  398. {
  399. xOffset = 0;
  400. yOffset = 0;
  401. }
  402. void CCreatureAnim::loopPreview(bool warMachine)
  403. {
  404. std::vector<ECreatureAnimType> available;
  405. static const ECreatureAnimType creaPreviewList[] = {
  406. ECreatureAnimType::HOLDING,
  407. ECreatureAnimType::HITTED,
  408. ECreatureAnimType::DEFENCE,
  409. ECreatureAnimType::ATTACK_FRONT,
  410. ECreatureAnimType::SPECIAL_FRONT
  411. };
  412. static const ECreatureAnimType machPreviewList[] = {
  413. ECreatureAnimType::HOLDING,
  414. ECreatureAnimType::MOVING,
  415. ECreatureAnimType::SHOOT_UP,
  416. ECreatureAnimType::SHOOT_FRONT,
  417. ECreatureAnimType::SHOOT_DOWN
  418. };
  419. auto & previewList = warMachine ? machPreviewList : creaPreviewList;
  420. for (auto & elem : previewList)
  421. if (anim->size(size_t(elem)))
  422. available.push_back(elem);
  423. size_t rnd = CRandomGenerator::getDefault().nextInt((int)available.size() * 2 - 1);
  424. if (rnd >= available.size())
  425. {
  426. ECreatureAnimType type;
  427. if ( anim->size(size_t(ECreatureAnimType::MOVING)) == 0 )//no moving animation present
  428. type = ECreatureAnimType::HOLDING;
  429. else
  430. type = ECreatureAnimType::MOVING;
  431. //display this anim for ~1 second (time is random, but it looks good)
  432. for (size_t i=0; i< 12/anim->size(size_t(type)) + 1; i++)
  433. addLast(type);
  434. }
  435. else
  436. addLast(available[rnd]);
  437. }
  438. void CCreatureAnim::addLast(ECreatureAnimType newType)
  439. {
  440. auto currType = ECreatureAnimType(group);
  441. if (currType != ECreatureAnimType::MOVING && newType == ECreatureAnimType::MOVING)//starting moving - play init sequence
  442. {
  443. queue.push( ECreatureAnimType::MOVE_START );
  444. }
  445. else if (currType == ECreatureAnimType::MOVING && newType != ECreatureAnimType::MOVING )//previous anim was moving - finish it
  446. {
  447. queue.push( ECreatureAnimType::MOVE_END );
  448. }
  449. if (newType == ECreatureAnimType::TURN_L || newType == ECreatureAnimType::TURN_R)
  450. queue.push(newType);
  451. queue.push(newType);
  452. }
  453. void CCreatureAnim::reset()
  454. {
  455. //if we are in the middle of rotation - set flag
  456. if (group == size_t(ECreatureAnimType::TURN_L) && !queue.empty() && queue.front() == ECreatureAnimType::TURN_L)
  457. rotate(true);
  458. if (group == size_t(ECreatureAnimType::TURN_R) && !queue.empty() && queue.front() == ECreatureAnimType::TURN_R)
  459. rotate(false);
  460. while (!queue.empty())
  461. {
  462. ECreatureAnimType at = queue.front();
  463. queue.pop();
  464. if (set(size_t(at)))
  465. return;
  466. }
  467. if (callback)
  468. callback();
  469. while (!queue.empty())
  470. {
  471. ECreatureAnimType at = queue.front();
  472. queue.pop();
  473. if (set(size_t(at)))
  474. return;
  475. }
  476. set(size_t(ECreatureAnimType::HOLDING));
  477. }
  478. void CCreatureAnim::startPreview(bool warMachine)
  479. {
  480. callback = std::bind(&CCreatureAnim::loopPreview, this, warMachine);
  481. }
  482. void CCreatureAnim::clearAndSet(ECreatureAnimType type)
  483. {
  484. while (!queue.empty())
  485. queue.pop();
  486. set(size_t(type));
  487. }