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							- /*
 
-  * Images.cpp, 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
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "Images.h"
 
- #include "MiscWidgets.h"
 
- #include "../gui/CAnimation.h"
 
- #include "../gui/SDL_Pixels.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/CCursorHandler.h"
 
- #include "../battle/CBattleInterface.h"
 
- #include "../battle/CBattleInterfaceClasses.h"
 
- #include "../CBitmapHandler.h"
 
- #include "../Graphics.h"
 
- #include "../CGameInfo.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../CMessage.h"
 
- #include "../CMusicHandler.h"
 
- #include "../windows/CAdvmapInterface.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CGeneralTextHandler.h" //for Unicode related stuff
 
- #include "../../lib/CRandomGenerator.h"
 
- CPicture::CPicture( SDL_Surface *BG, int x, int y, bool Free )
 
- {
 
- 	init();
 
- 	bg = BG;
 
- 	freeSurf = Free;
 
- 	pos.x += x;
 
- 	pos.y += y;
 
- 	pos.w = BG->w;
 
- 	pos.h = BG->h;
 
- }
 
- CPicture::CPicture( const std::string &bmpname, int x, int y )
 
- {
 
- 	init();
 
- 	bg = BitmapHandler::loadBitmap(bmpname);
 
- 	freeSurf = true;
 
- 	pos.x += x;
 
- 	pos.y += y;
 
- 	if(bg)
 
- 	{
 
- 		pos.w = bg->w;
 
- 		pos.h = bg->h;
 
- 	}
 
- 	else
 
- 	{
 
- 		pos.w = pos.h = 0;
 
- 	}
 
- }
 
- CPicture::CPicture(const Rect &r, const SDL_Color &color, bool screenFormat)
 
- {
 
- 	init();
 
- 	createSimpleRect(r, screenFormat, SDL_MapRGB(bg->format, color.r, color.g,color.b));
 
- }
 
- CPicture::CPicture(const Rect &r, ui32 color, bool screenFormat)
 
- {
 
- 	init();
 
- 	createSimpleRect(r, screenFormat, color);
 
- }
 
- CPicture::CPicture(SDL_Surface * BG, const Rect &SrcRect, int x, int y, bool free)
 
- {
 
- 	visible = true;
 
- 	needRefresh = false;
 
- 	srcRect = new Rect(SrcRect);
 
- 	pos.x += x;
 
- 	pos.y += y;
 
- 	pos.w = srcRect->w;
 
- 	pos.h = srcRect->h;
 
- 	bg = BG;
 
- 	freeSurf = free;
 
- }
 
- void CPicture::setSurface(SDL_Surface *to)
 
- {
 
- 	bg = to;
 
- 	if (srcRect)
 
- 	{
 
- 		pos.w = srcRect->w;
 
- 		pos.h = srcRect->h;
 
- 	}
 
- 	else
 
- 	{
 
- 		pos.w = bg->w;
 
- 		pos.h = bg->h;
 
- 	}
 
- }
 
- CPicture::~CPicture()
 
- {
 
- 	if(freeSurf)
 
- 		SDL_FreeSurface(bg);
 
- 	delete srcRect;
 
- }
 
- void CPicture::init()
 
- {
 
- 	visible = true;
 
- 	needRefresh = false;
 
- 	srcRect = nullptr;
 
- }
 
- void CPicture::show(SDL_Surface * to)
 
- {
 
- 	if (visible && needRefresh)
 
- 		showAll(to);
 
- }
 
- void CPicture::showAll(SDL_Surface * to)
 
- {
 
- 	if(bg && visible)
 
- 	{
 
- 		if(srcRect)
 
- 		{
 
- 			SDL_Rect srcRectCpy = *srcRect;
 
- 			SDL_Rect dstRect = srcRectCpy;
 
- 			dstRect.x = pos.x;
 
- 			dstRect.y = pos.y;
 
- 			CSDL_Ext::blitSurface(bg, &srcRectCpy, to, &dstRect);
 
- 		}
 
- 		else
 
- 			blitAt(bg, pos, to);
 
- 	}
 
- }
 
- void CPicture::convertToScreenBPP()
 
- {
 
- 	SDL_Surface *hlp = bg;
 
- 	bg = SDL_ConvertSurface(hlp,screen->format,0);
 
- 	CSDL_Ext::setDefaultColorKey(bg);
 
- 	SDL_FreeSurface(hlp);
 
- }
 
- void CPicture::setAlpha(int value)
 
- {
 
- 	CSDL_Ext::setAlpha (bg, value);
 
- }
 
- void CPicture::scaleTo(Point size)
 
- {
 
- 	SDL_Surface * scaled = CSDL_Ext::scaleSurface(bg, size.x, size.y);
 
- 	if(freeSurf)
 
- 		SDL_FreeSurface(bg);
 
- 	setSurface(scaled);
 
- 	freeSurf = false;
 
- }
 
- void CPicture::createSimpleRect(const Rect &r, bool screenFormat, ui32 color)
 
- {
 
- 	pos += r;
 
- 	pos.w = r.w;
 
- 	pos.h = r.h;
 
- 	if(screenFormat)
 
- 		bg = CSDL_Ext::newSurface(r.w, r.h);
 
- 	else
 
- 		bg = SDL_CreateRGBSurface(0, r.w, r.h, 8, 0, 0, 0, 0);
 
- 	SDL_FillRect(bg, nullptr, color);
 
- 	freeSurf = true;
 
- }
 
- void CPicture::colorize(PlayerColor player)
 
- {
 
- 	assert(bg);
 
- 	graphics->blueToPlayersAdv(bg, player);
 
- }
 
- CFilledTexture::CFilledTexture(std::string imageName, Rect position):
 
-     CIntObject(0, position.topLeft()),
 
-     texture(BitmapHandler::loadBitmap(imageName))
 
- {
 
- 	pos.w = position.w;
 
- 	pos.h = position.h;
 
- }
 
- CFilledTexture::~CFilledTexture()
 
- {
 
- 	SDL_FreeSurface(texture);
 
- }
 
- void CFilledTexture::showAll(SDL_Surface *to)
 
- {
 
- 	CSDL_Ext::CClipRectGuard guard(to, pos);
 
- 	CSDL_Ext::fillTexture(to, texture);
 
- }
 
- CAnimImage::CAnimImage(const std::string & name, size_t Frame, size_t Group, int x, int y, ui8 Flags):
 
- 	frame(Frame),
 
- 	group(Group),
 
- 	player(-1),
 
- 	flags(Flags)
 
- {
 
- 	pos.x += x;
 
- 	pos.y += y;
 
- 	anim = std::make_shared<CAnimation>(name);
 
- 	init();
 
- }
 
- CAnimImage::CAnimImage(std::shared_ptr<CAnimation> Anim, size_t Frame, size_t Group, int x, int y, ui8 Flags):
 
- 	anim(Anim),
 
- 	frame(Frame),
 
- 	group(Group),
 
- 	player(-1),
 
- 	flags(Flags)
 
- {
 
- 	pos.x += x;
 
- 	pos.y += y;
 
- 	init();
 
- }
 
- CAnimImage::CAnimImage(std::shared_ptr<CAnimation> Anim, size_t Frame, Rect targetPos, size_t Group, ui8 Flags):
 
- 	anim(Anim),
 
- 	frame(Frame),
 
- 	group(Group),
 
- 	player(-1),
 
- 	flags(Flags),
 
- 	scaledSize(targetPos.w, targetPos.h)
 
- {
 
- 	pos.x += targetPos.x;
 
- 	pos.y += targetPos.y;
 
- 	init();
 
- }
 
- size_t CAnimImage::size()
 
- {
 
- 	return anim->size(group);
 
- }
 
- bool CAnimImage::isScaled() const
 
- {
 
- 	return (scaledSize.x != 0);
 
- }
 
- void CAnimImage::setSizeFromImage(const IImage &img)
 
- {
 
- 	if (isScaled())
 
- 	{
 
- 		// At the time of writing this, IImage had no method to scale to different aspect ratio
 
- 		// Therefore, have to ignore the target height and preserve original aspect ratio
 
- 		pos.w = scaledSize.x;
 
- 		pos.h = roundf(float(scaledSize.x) * img.height() / img.width());
 
- 	}
 
- 	else
 
- 	{
 
- 		pos.w = img.width();
 
- 		pos.h = img.height();
 
- 	}
 
- }
 
- void CAnimImage::init()
 
- {
 
- 	visible = true;
 
- 	anim->load(frame, group);
 
- 	if (flags & CShowableAnim::BASE)
 
- 		anim->load(0,group);
 
- 	auto img = anim->getImage(frame, group);
 
- 	if (img)
 
- 		setSizeFromImage(*img);
 
- }
 
- CAnimImage::~CAnimImage()
 
- {
 
- }
 
- void CAnimImage::showAll(SDL_Surface * to)
 
- {
 
- 	if(!visible)
 
- 		return;
 
- 	std::vector<size_t> frames = {frame};
 
- 	if((flags & CShowableAnim::BASE) && frame != 0)
 
- 	{
 
- 		frames.insert(frames.begin(), 0);
 
- 	}
 
- 	for(auto targetFrame : frames)
 
- 	{
 
- 		if(auto img = anim->getImage(targetFrame, group))
 
- 		{
 
- 			if(isScaled())
 
- 			{
 
- 				auto scaled = img->scaleFast(float(scaledSize.x) / img->width());
 
- 				scaled->draw(to, pos.x, pos.y);
 
- 			}
 
- 			else
 
- 				img->draw(to, pos.x, pos.y);
 
- 		}
 
- 	}
 
- }
 
- void CAnimImage::setFrame(size_t Frame, size_t Group)
 
- {
 
- 	if (frame == Frame && group==Group)
 
- 		return;
 
- 	if (anim->size(Group) > Frame)
 
- 	{
 
- 		anim->load(Frame, Group);
 
- 		frame = Frame;
 
- 		group = Group;
 
- 		if(auto img = anim->getImage(frame, group))
 
- 		{
 
- 			if (flags & CShowableAnim::PLAYER_COLORED)
 
- 				img->playerColored(player);
 
- 			setSizeFromImage(*img);
 
- 		}
 
- 	}
 
- 	else
 
- 		logGlobal->error("Error: accessing unavailable frame %d:%d in CAnimation!", Group, Frame);
 
- }
 
- void CAnimImage::playerColored(PlayerColor currPlayer)
 
- {
 
- 	player = currPlayer;
 
- 	flags |= CShowableAnim::PLAYER_COLORED;
 
- 	anim->getImage(frame, group)->playerColored(player);
 
- 	if (flags & CShowableAnim::BASE)
 
- 			anim->getImage(0, group)->playerColored(player);
 
- }
 
- CShowableAnim::CShowableAnim(int x, int y, std::string name, ui8 Flags, ui32 Delay, size_t Group):
 
- 	anim(std::make_shared<CAnimation>(name)),
 
- 	group(Group),
 
- 	frame(0),
 
- 	first(0),
 
- 	frameDelay(Delay),
 
- 	value(0),
 
- 	flags(Flags),
 
- 	xOffset(0),
 
- 	yOffset(0),
 
- 	alpha(255)
 
- {
 
- 	anim->loadGroup(group);
 
- 	last = anim->size(group);
 
- 	pos.w = anim->getImage(0, group)->width();
 
- 	pos.h = anim->getImage(0, group)->height();
 
- 	pos.x+= x;
 
- 	pos.y+= y;
 
- }
 
- CShowableAnim::~CShowableAnim()
 
- {
 
- 	anim->unloadGroup(group);
 
- }
 
- void CShowableAnim::setAlpha(ui32 alphaValue)
 
- {
 
- 	alpha = std::min<ui32>(alphaValue, 255);
 
- }
 
- bool CShowableAnim::set(size_t Group, size_t from, size_t to)
 
- {
 
- 	size_t max = anim->size(Group);
 
- 	if (to < max)
 
- 		max = to;
 
- 	if (max < from || max == 0)
 
- 		return false;
 
- 	anim->unloadGroup(group);
 
- 	anim->loadGroup(Group);
 
- 	group = Group;
 
- 	frame = first = from;
 
- 	last = max;
 
- 	value = 0;
 
- 	return true;
 
- }
 
- bool CShowableAnim::set(size_t Group)
 
- {
 
- 	if (anim->size(Group)== 0)
 
- 		return false;
 
- 	if (group != Group)
 
- 	{
 
- 		anim->unloadGroup(group);
 
- 		anim->loadGroup(Group);
 
- 		first = 0;
 
- 		group = Group;
 
- 		last = anim->size(Group);
 
- 	}
 
- 	frame = value = 0;
 
- 	return true;
 
- }
 
- void CShowableAnim::reset()
 
- {
 
- 	value = 0;
 
- 	frame = first;
 
- 	if (callback)
 
- 		callback();
 
- }
 
- void CShowableAnim::clipRect(int posX, int posY, int width, int height)
 
- {
 
- 	xOffset = posX;
 
- 	yOffset = posY;
 
- 	pos.w = width;
 
- 	pos.h = height;
 
- }
 
- void CShowableAnim::show(SDL_Surface * to)
 
- {
 
- 	if ( flags & BASE )// && frame != first) // FIXME: results in graphical glytch in Fortress, upgraded hydra's dwelling
 
- 		blitImage(first, group, to);
 
- 	blitImage(frame, group, to);
 
- 	if ((flags & PLAY_ONCE) && frame + 1 == last)
 
- 		return;
 
- 	if ( ++value == frameDelay )
 
- 	{
 
- 		value = 0;
 
- 		if ( ++frame >= last)
 
- 			reset();
 
- 	}
 
- }
 
- void CShowableAnim::showAll(SDL_Surface * to)
 
- {
 
- 	if ( flags & BASE )// && frame != first)
 
- 		blitImage(first, group, to);
 
- 	blitImage(frame, group, to);
 
- }
 
- void CShowableAnim::blitImage(size_t frame, size_t group, SDL_Surface *to)
 
- {
 
- 	assert(to);
 
- 	Rect src( xOffset, yOffset, pos.w, pos.h);
 
- 	auto img = anim->getImage(frame, group);
 
- 	if(img)
 
- 		img->draw(to, pos.x, pos.y, &src, alpha);
 
- }
 
- void CShowableAnim::rotate(bool on, bool vertical)
 
- {
 
- 	ui8 flag = vertical? VERTICAL_FLIP:HORIZONTAL_FLIP;
 
- 	if (on)
 
- 		flags |= flag;
 
- 	else
 
- 		flags &= ~flag;
 
- }
 
- CCreatureAnim::CCreatureAnim(int x, int y, std::string name, ui8 flags, EAnimType type):
 
- 	CShowableAnim(x,y,name,flags,4,type)
 
- {
 
- 	xOffset = 0;
 
- 	yOffset = 0;
 
- }
 
- void CCreatureAnim::loopPreview(bool warMachine)
 
- {
 
- 	std::vector<EAnimType> available;
 
- 	static const EAnimType creaPreviewList[] = {HOLDING, HITTED, DEFENCE, ATTACK_FRONT, CAST_FRONT};
 
- 	static const EAnimType machPreviewList[] = {HOLDING, MOVING, SHOOT_UP, SHOOT_FRONT, SHOOT_DOWN};
 
- 	auto & previewList = warMachine ? machPreviewList : creaPreviewList;
 
- 	for (auto & elem : previewList)
 
- 		if (anim->size(elem))
 
- 			available.push_back(elem);
 
- 	size_t rnd = CRandomGenerator::getDefault().nextInt((int)available.size() * 2 - 1);
 
- 	if (rnd >= available.size())
 
- 	{
 
- 		EAnimType type;
 
- 		if ( anim->size(MOVING) == 0 )//no moving animation present
 
- 			type = HOLDING;
 
- 		else
 
- 			type = MOVING;
 
- 		//display this anim for ~1 second (time is random, but it looks good)
 
- 		for (size_t i=0; i< 12/anim->size(type) + 1; i++)
 
- 			addLast(type);
 
- 	}
 
- 	else
 
- 		addLast(available[rnd]);
 
- }
 
- void CCreatureAnim::addLast(EAnimType newType)
 
- {
 
- 	if (type != MOVING && newType == MOVING)//starting moving - play init sequence
 
- 	{
 
- 		queue.push( MOVE_START );
 
- 	}
 
- 	else if (type == MOVING && newType != MOVING )//previous anim was moving - finish it
 
- 	{
 
- 		queue.push( MOVE_END );
 
- 	}
 
- 	if (newType == TURN_L || newType == TURN_R)
 
- 		queue.push(newType);
 
- 	queue.push(newType);
 
- }
 
- void CCreatureAnim::reset()
 
- {
 
- 	//if we are in the middle of rotation - set flag
 
- 	if (type == TURN_L && !queue.empty() && queue.front() == TURN_L)
 
- 		rotate(true);
 
- 	if (type == TURN_R && !queue.empty() && queue.front() == TURN_R)
 
- 		rotate(false);
 
- 	while (!queue.empty())
 
- 	{
 
- 		EAnimType at = queue.front();
 
- 		queue.pop();
 
- 		if (set(at))
 
- 			return;
 
- 	}
 
- 	if  (callback)
 
- 		callback();
 
- 	while (!queue.empty())
 
- 	{
 
- 		EAnimType at = queue.front();
 
- 		queue.pop();
 
- 		if (set(at))
 
- 			return;
 
- 	}
 
- 	set(HOLDING);
 
- }
 
- void CCreatureAnim::startPreview(bool warMachine)
 
- {
 
- 	callback = std::bind(&CCreatureAnim::loopPreview, this, warMachine);
 
- }
 
- void CCreatureAnim::clearAndSet(EAnimType type)
 
- {
 
- 	while (!queue.empty())
 
- 		queue.pop();
 
- 	set(type);
 
- }
 
 
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