CreatureAnimation.h 4.6 KB

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  1. /*
  2. * CCreatureAnimation.h, 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. #pragma once
  11. #include "../../lib/FunctionList.h"
  12. #include "../widgets/Images.h"
  13. #include "../gui/CAnimation.h"
  14. class CIntObject;
  15. class CreatureAnimation;
  16. class Canvas;
  17. /// Namespace for some common controls of animations
  18. namespace AnimationControls
  19. {
  20. /// get SDL_Color for creature selection borders
  21. SDL_Color getBlueBorder();
  22. SDL_Color getGoldBorder();
  23. SDL_Color getNoBorder();
  24. /// creates animation object with preset speed control
  25. std::shared_ptr<CreatureAnimation> getAnimation(const CCreature * creature);
  26. /// returns animation speed of specific group, taking in mind game setting (in frames per second)
  27. float getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, size_t groupID);
  28. /// returns how far projectile should move each frame
  29. /// TODO: make it time-based
  30. float getProjectileSpeed();
  31. /// returns speed of catapult projectile
  32. float getCatapultSpeed();
  33. /// returns speed of any spell effects, including any special effects like morale (in frames per second)
  34. float getSpellEffectSpeed();
  35. /// returns duration of full movement animation, in seconds. Needed to move animation on screen
  36. float getMovementDuration(const CCreature * creature);
  37. /// Returns distance on which flying creatures should during one animation loop
  38. float getFlightDistance(const CCreature * creature);
  39. /// Returns total time for full fade-in effect on newly summoned creatures, in seconds
  40. float getFadeInDuration();
  41. }
  42. /// Class which manages animations of creatures/units inside battles
  43. /// TODO: split into constant image container and class that does *control* of animation
  44. class CreatureAnimation : public CIntObject
  45. {
  46. public:
  47. typedef std::function<float(CreatureAnimation *, size_t)> TSpeedController;
  48. private:
  49. std::string name;
  50. /// animation for rendering stack in default orientation - facing right
  51. std::shared_ptr<CAnimation> forward;
  52. /// animation that has all its frames flipped for rendering stack facing left
  53. std::shared_ptr<CAnimation> reverse;
  54. int fullWidth;
  55. int fullHeight;
  56. /// speed of animation, measure in frames per second
  57. float speed;
  58. /// currently displayed frame. Float to allow H3-style animations where frames
  59. /// don't display for integer number of frames
  60. float currentFrame;
  61. /// cumulative, real-time duration of animation. Used for effects like selection border
  62. float elapsedTime;
  63. ///type of animation being displayed
  64. ECreatureAnimType::Type type;
  65. /// current value of shadow transparency
  66. uint8_t shadowAlpha;
  67. /// border color, disabled if alpha = 0
  68. SDL_Color border;
  69. TSpeedController speedController;
  70. /// animation will be played once and the reset to idling
  71. bool once;
  72. void endAnimation();
  73. void genSpecialPalette(IImage::SpecialPalette & target);
  74. public:
  75. /// function(s) that will be called when animation ends, after reset to 1st frame
  76. /// NOTE that these functions will be fired only once
  77. CFunctionList<void()> onAnimationReset;
  78. int getWidth() const;
  79. int getHeight() const;
  80. /// Constructor
  81. /// name - path to .def file, relative to SPRITES/ directory
  82. /// controller - function that will return for how long *each* frame
  83. /// in specified group of animation should be played, measured in seconds
  84. CreatureAnimation(const std::string & name_, TSpeedController speedController);
  85. /// sets type of animation and resets framecount
  86. void setType(ECreatureAnimType::Type type);
  87. /// returns currently rendered type of animation
  88. ECreatureAnimType::Type getType() const;
  89. void nextFrame(Canvas & canvas, const ColorFilter & shifter, bool facingRight);
  90. /// should be called every frame, return true when animation was reset to beginning
  91. bool incrementFrame(float timePassed);
  92. void setBorderColor(SDL_Color palette);
  93. /// Gets the current frame ID within current group.
  94. float getCurrentFrame() const;
  95. /// plays once given type of animation, then resets to idle
  96. void playOnce(ECreatureAnimType::Type type);
  97. /// returns number of frames in selected animation type
  98. int framesInGroup(ECreatureAnimType::Type group) const;
  99. void pause();
  100. void play();
  101. /// helpers to classify current type of animation
  102. bool isDead() const;
  103. bool isDying() const;
  104. bool isDeadOrDying() const;
  105. bool isIdle() const;
  106. bool isMoving() const;
  107. bool isShooting() const;
  108. };