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- #pragma once
- #include "../lib/vcmi_endian.h"
- #include "UIFramework/CIntObject.h"
- /*
- * CAnimation.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_Surface;
- class SDLImageLoader;
- class CompImageLoader;
- class JsonNode;
- /// Class for def loading, methods are based on CDefHandler
- /// After loading will store general info (palette and frame offsets) and pointer to file itself
- class CDefFile
- {
- private:
- struct SSpriteDef
- {
- ui32 size;
- ui32 format; /// format in which pixel data is stored
- ui32 fullWidth; /// full width and height of frame, including borders
- ui32 fullHeight;
- ui32 width; /// width and height of pixel data, borders excluded
- ui32 height;
- si32 leftMargin;
- si32 topMargin;
- } PACKED_STRUCT;
- //offset[group][frame] - offset of frame data in file
- std::map<size_t, std::vector <size_t> > offset;
- ui8 * data;
- SDL_Color * palette;
- public:
- CDefFile(std::string Name);
- ~CDefFile();
- //load frame as SDL_Surface
- template<class ImageLoader>
- void loadFrame(size_t frame, size_t group, ImageLoader &loader) const;
- const std::map<size_t, size_t> getEntries() const;
- };
- /*
- * Base class for images, can be used for non-animation pictures as well
- */
- class IImage
- {
- int refCount;
- public:
- //draws image on surface "where" at position
- virtual void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=NULL, ui8 alpha=255) const=0;
- //decrease ref count, returns true if image can be deleted (refCount <= 0)
- bool decreaseRef();
- void increaseRef();
- //Change palette to specific player
- virtual void playerColored(PlayerColor player)=0;
- virtual int width() const=0;
- virtual int height() const=0;
- IImage();
- virtual ~IImage() {};
- };
- /*
- * Wrapper around SDL_Surface
- */
- class SDLImage : public IImage
- {
- public:
- //Surface without empty borders
- SDL_Surface * surf;
- //size of left and top borders
- Point margins;
- //total size including borders
- Point fullSize;
- public:
- //Load image from def file
- SDLImage(CDefFile *data, size_t frame, size_t group=0, bool compressed=false);
- //Load from bitmap file
- SDLImage(std::string filename, bool compressed=false);
- //Create using existing surface, extraRef will increase refcount on SDL_Surface
- SDLImage(SDL_Surface * from, bool extraRef);
- ~SDLImage();
- void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=NULL, ui8 alpha=255) const;
- void playerColored(PlayerColor player);
- int width() const;
- int height() const;
- friend class SDLImageLoader;
- };
- /*
- * RLE-compressed image data for 8-bit images with alpha-channel, currently far from finished
- * primary purpose is not high compression ratio but fast drawing.
- * Consist of repeatable segments with format similar to H3 def compression:
- * 1st byte:
- * if (byte == 0xff)
- * raw data, opaque and semi-transparent data always in separate blocks
- * else
- * RLE-compressed image data with this color
- * 2nd byte = size of segment
- * raw data (if any)
- */
- class CompImage : public IImage
- {
- //x,y - margins, w,h - sprite size
- Rect sprite;
- //total size including borders
- Point fullSize;
- //RLE-d data
- ui8 * surf;
- //array of offsets for each line
- ui32 * line;
- //palette
- SDL_Color *palette;
- //Used internally to blit one block of data
- template<int bpp, int dir>
- void BlitBlock(ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha) const;
- void BlitBlockWithBpp(ui8 bpp, ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha, bool rotated) const;
- public:
- //Load image from def file
- CompImage(const CDefFile *data, size_t frame, size_t group=0);
- //TODO: load image from SDL_Surface
- CompImage(SDL_Surface * surf);
- ~CompImage();
- void draw(SDL_Surface *where, int posX=0, int posY=0, Rect *src=NULL, ui8 alpha=255) const;
- void playerColored(PlayerColor player);
- int width() const;
- int height() const;
- friend class CompImageLoader;
- };
- /// Class for handling animation
- class CAnimation
- {
- private:
- //source[group][position] - file with this frame, if string is empty - image located in def file
- std::map<size_t, std::vector <JsonNode> > source;
- //bitmap[group][position], store objects with loaded bitmaps
- std::map<size_t, std::map<size_t, IImage* > > images;
- //animation file name
- std::string name;
- //if true all frames will be stored in compressed (RLE) state
- const bool compressed;
- //loader, will be called by load(), require opened def file for loading from it. Returns true if image is loaded
- bool loadFrame(CDefFile * file, size_t frame, size_t group);
- //unloadFrame, returns true if image has been unloaded ( either deleted or decreased refCount)
- bool unloadFrame(size_t frame, size_t group);
- //initialize animation from file
- void init(CDefFile * file);
- //try to open def file
- CDefFile * getFile() const;
- //to get rid of copy-pasting error message :]
- void printError(size_t frame, size_t group, std::string type) const;
- //not a very nice method to get image from another def file
- //TODO: remove after implementing resource manager
- IImage * getFromExtraDef(std::string filename);
- public:
- CAnimation(std::string Name, bool Compressed = false);
- CAnimation();
- ~CAnimation();
- //static method for debugging - print info about loaded animations in tlog1
- static void getAnimInfo();
- static std::set<CAnimation*> loadedAnims;
- //add custom surface to the selected position.
- void setCustom(std::string filename, size_t frame, size_t group=0);
- //get pointer to image from specific group, NULL if not found
- IImage * getImage(size_t frame, size_t group=0, bool verbose=true) const;
- //all available frames
- void load ();
- void unload();
- //all frames from group
- void loadGroup (size_t group);
- void unloadGroup(size_t group);
- //single image
- void load (size_t frame, size_t group=0);
- void unload(size_t frame, size_t group=0);
- //total count of frames in group (including not loaded)
- size_t size(size_t group=0) const;
- };
- /// Class for displaying one image from animation
- class CAnimImage: public CIntObject
- {
- private:
- CAnimation* anim;
- //displayed frame/group
- size_t frame;
- size_t group;
- PlayerColor player;
- ui8 flags;
- void init();
- public:
- CAnimImage(std::string name, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
- CAnimImage(CAnimation* anim, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
- ~CAnimImage();//d-tor
- //size of animation
- size_t size();
- //change displayed frame on this one
- void setFrame(size_t Frame, size_t Group=0);
- //makes image player-colored
- void playerColored(PlayerColor player);
- void showAll();
- };
- /// Base class for displaying animation, used as superclass for different animations
- class CShowableAnim: public CIntObject
- {
- public:
- enum EFlags
- {
- BASE=1, //base frame will be blitted before current one
- HORIZONTAL_FLIP=2, //TODO: will be displayed rotated
- VERTICAL_FLIP=4, //TODO: will be displayed rotated
- USE_RLE=8, //RLE-d version, support full alpha-channel for 8-bit images
- PLAYER_COLORED=16, //TODO: all loaded images will be player-colored
- PLAY_ONCE=32 //play animation only once and stop at last frame
- };
- protected:
- CAnimation anim;
- size_t group, frame;//current frame
- size_t first, last; //animation range
- //TODO: replace with time delay(needed for battles)
- ui32 frameDelay;//delay in frames of each image
- ui32 value;//how many times current frame was showed
- ui8 flags;//Flags from EFlags enum
- //blit image with optional rotation, fitting into rect, etc
- void blitImage(size_t frame, size_t group, SDL_Surface *to);
- //For clipping in rect, offsets of picture coordinates
- int xOffset, yOffset;
- ui8 alpha;
- public:
- //called when next animation sequence is required
- boost::function<void()> callback;
- //Set per-surface alpha, 0 = transparent, 255 = opaque
- void setAlpha(ui32 alphaValue);
- CShowableAnim(int x, int y, std::string name, ui8 flags=0, ui32 Delay=4, size_t Group=0);
- ~CShowableAnim();
- //set animation to group or part of group
- bool set(size_t Group);
- bool set(size_t Group, size_t from, size_t to=-1);
- //set rotation flags
- void rotate(bool on, bool vertical=false);
- //move displayed part of picture (if picture is clipped to rect)
- void clipRect(int posX, int posY, int width, int height);
- //set frame to first, call callback
- virtual void reset();
- //show current frame and increase counter
- void show();
- void showAll();
- };
- /// Creature-dependend animations like attacking, moving,...
- class CCreatureAnim: public CShowableAnim
- {
- public:
- enum EAnimType // list of creature animations, numbers were taken from def files
- {
- WHOLE_ANIM=-1, //just for convenience
- MOVING=0, //will automatically add MOVE_START and MOVE_END to queue
- MOUSEON=1, //rename to IDLE
- HOLDING=2, //rename to STANDING
- HITTED=3,
- DEFENCE=4,
- DEATH=5,
- //DEATH2=6, //unused?
- TURN_L=7, //will automatically play second part of anim and rotate creature
- TURN_R=8, //same
- //TURN_L2=9, //identical to previous?
- //TURN_R2=10,
- ATTACK_UP=11,
- ATTACK_FRONT=12,
- ATTACK_DOWN=13,
- SHOOT_UP=14,
- SHOOT_FRONT=15,
- SHOOT_DOWN=16,
- CAST_UP=17,
- CAST_FRONT=18,
- CAST_DOWN=19,
- DHEX_ATTACK_UP=17,
- DHEX_ATTACK_FRONT=18,
- DHEX_ATTACK_DOWN=19,
- MOVE_START=20, //no need to use this two directly - MOVING will be enought
- MOVE_END=21
- //MOUSEON=22 //special group for border-only images - IDLE will be used as base
- //READY=23 //same but STANDING is base
- };
- private:
- //queue of animations waiting to be displayed
- std::queue<EAnimType> queue;
- //this function is used as callback if preview flag was set during construction
- void loopPreview(bool warMachine);
- public:
- //change anim to next if queue is not empty, call callback othervice
- void reset();
- //add sequence to the end of queue
- void addLast(EAnimType newType);
- void startPreview(bool warMachine);
- //clear queue and set animation to this sequence
- void clearAndSet(EAnimType type);
- CCreatureAnim(int x, int y, std::string name, Rect picPos,
- ui8 flags= USE_RLE, EAnimType = HOLDING );
- };
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