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- /*
- * CCreatureAnimation.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 "../../lib/FunctionList.h"
- #include "../widgets/Images.h"
- #include "../gui/CAnimation.h"
- class CIntObject;
- class CreatureAnimation;
- class Canvas;
- /// Namespace for some common controls of animations
- namespace AnimationControls
- {
- /// get SDL_Color for creature selection borders
- SDL_Color getBlueBorder();
- SDL_Color getGoldBorder();
- SDL_Color getNoBorder();
- /// creates animation object with preset speed control
- std::shared_ptr<CreatureAnimation> getAnimation(const CCreature * creature);
- /// returns animation speed of specific group, taking in mind game setting (in frames per second)
- float getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, size_t groupID);
- /// returns how far projectile should move each frame
- /// TODO: make it time-based
- float getProjectileSpeed();
- /// returns speed of catapult projectile
- float getCatapultSpeed();
- /// returns speed of any spell effects, including any special effects like morale (in frames per second)
- float getSpellEffectSpeed();
- /// returns duration of full movement animation, in seconds. Needed to move animation on screen
- float getMovementDuration(const CCreature * creature);
- /// Returns distance on which flying creatures should during one animation loop
- float getFlightDistance(const CCreature * creature);
- /// Returns total time for full fade-in effect on newly summoned creatures, in seconds
- float getFadeInDuration();
- }
- /// Class which manages animations of creatures/units inside battles
- /// TODO: split into constant image container and class that does *control* of animation
- class CreatureAnimation : public CIntObject
- {
- public:
- typedef std::function<float(CreatureAnimation *, size_t)> TSpeedController;
- private:
- std::string name;
- /// animation for rendering stack in default orientation - facing right
- std::shared_ptr<CAnimation> forward;
- /// animation that has all its frames flipped for rendering stack facing left
- std::shared_ptr<CAnimation> reverse;
- int fullWidth;
- int fullHeight;
- /// speed of animation, measure in frames per second
- float speed;
- /// currently displayed frame. Float to allow H3-style animations where frames
- /// don't display for integer number of frames
- float currentFrame;
- /// cumulative, real-time duration of animation. Used for effects like selection border
- float elapsedTime;
- ///type of animation being displayed
- ECreatureAnimType::Type type;
- /// current value of shadow transparency
- uint8_t shadowAlpha;
- /// border color, disabled if alpha = 0
- SDL_Color border;
- TSpeedController speedController;
- /// animation will be played once and the reset to idling
- bool once;
- void endAnimation();
- void genSpecialPalette(IImage::SpecialPalette & target);
- public:
- /// function(s) that will be called when animation ends, after reset to 1st frame
- /// NOTE that these functions will be fired only once
- CFunctionList<void()> onAnimationReset;
- int getWidth() const;
- int getHeight() const;
- /// Constructor
- /// name - path to .def file, relative to SPRITES/ directory
- /// controller - function that will return for how long *each* frame
- /// in specified group of animation should be played, measured in seconds
- CreatureAnimation(const std::string & name_, TSpeedController speedController);
- /// sets type of animation and resets framecount
- void setType(ECreatureAnimType::Type type);
- /// returns currently rendered type of animation
- ECreatureAnimType::Type getType() const;
- void nextFrame(Canvas & canvas, const ColorFilter & shifter, bool facingRight);
- /// should be called every frame, return true when animation was reset to beginning
- bool incrementFrame(float timePassed);
- void setBorderColor(SDL_Color palette);
- /// Gets the current frame ID within current group.
- float getCurrentFrame() const;
- /// plays once given type of animation, then resets to idle
- void playOnce(ECreatureAnimType::Type type);
- /// returns number of frames in selected animation type
- int framesInGroup(ECreatureAnimType::Type group) const;
- void pause();
- void play();
- /// helpers to classify current type of animation
- bool isDead() const;
- bool isDying() const;
- bool isDeadOrDying() const;
- bool isIdle() const;
- bool isMoving() const;
- bool isShooting() const;
- };
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