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- #pragma once
- #include "../CDefHandler.h"
- #include "../../client/CBitmapHandler.h"
- #include "../CAnimation.h"
- /*
- * 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
- *
- */
- struct SDL_Color;
- class CIntObject;
- /// Class which manages animations of creatures/units inside battles
- class CCreatureAnimation : public CIntObject
- {
- private:
- int totalEntries, DEFType, totalBlocks;
- struct SEntry
- {
- int offset;
- int group;
- } ;
- std::vector<SEntry> SEntries ;
- std::string defName, curDir;
- template<int bpp>
- void putPixel(
- SDL_Surface * dest,
- const int & ftcpX,
- const int & ftcpY,
- const SDL_Color & color,
- const ui8 & palc,
- const bool & yellowBorder,
- const bool & blueBorder,
- const ui8 & animCount
- ) const;
- ////////////
- ui8 * FDef; //animation raw data
- int curFrame, internalFrame; //number of currently displayed frame
- ui32 frames; //number of frames
- CCreatureAnim::EAnimType type; //type of animation being displayed (-1 - whole animation, >0 - specified part [default: -1])
-
- template<int bpp>
- int nextFrameT(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool incrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
- int nextFrameMiddle(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool IncrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
-
- std::map<int, std::vector<int> > frameGroups; //groups of frames; [groupID] -> vector of frame IDs in group
- bool once;
- public:
- int fullWidth, fullHeight; //read-only, please!
- CCreatureAnimation(std::string name); //c-tor
- ~CCreatureAnimation(); //d-tor
- void setType(CCreatureAnim::EAnimType type); //sets type of animation and cleares framecount
- CCreatureAnim::EAnimType getType() const; //returns type of animation
- int nextFrame(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool incrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
- void incrementFrame();
- int getFrame() const; // Gets the current frame ID relative to DEF file.
- int getAnimationFrame() const; // Gets the current frame ID relative to frame group.
- bool onFirstFrameInGroup();
- bool onLastFrameInGroup();
- void playOnce(CCreatureAnim::EAnimType type); //plays once given stage of animation, then resets to 2
- int framesInGroup(CCreatureAnim::EAnimType group) const; //retirns number of fromes in given group
- };
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