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							- #pragma once
 
- #include "../../lib/vcmi_endian.h"
 
- #include "../gui/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=nullptr, 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=nullptr,  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=nullptr, 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 initFromJson(const JsonNode & input);
 
- 	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
 
- 	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, nullptr 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(SDL_Surface * to);
 
- };
 
- /// 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
 
- 	std::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(SDL_Surface * to);
 
- 	void showAll(SDL_Surface * to);
 
- };
 
- /// Creature-dependend animations like attacking, moving,...
 
- class CCreatureAnim: public CShowableAnim
 
- {
 
- public:
 
- 	enum EHeroAnimType
 
- 	{
 
- 		HERO_HOLDING = 0,
 
- 		HERO_IDLE = 1, // idling movement that happens from time to time
 
- 		HERO_DEFEAT = 2, // played when army loses stack or on friendly fire
 
- 		HERO_VICTORY = 3, // when enemy stack killed or huge damage is dealt
 
- 		HERO_CAST_SPELL = 4 // spellcasting
 
- 	};
 
- 	enum EAnimType // list of creature animations, numbers were taken from def files
 
- 	{
 
- 		MOVING=0,
 
- 		MOUSEON=1,
 
- 		HOLDING=2,
 
- 		HITTED=3,
 
- 		DEFENCE=4,
 
- 		DEATH=5,
 
- 		//DEATH2=6, //unused?
 
- 		TURN_L=7,
 
- 		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,
 
- 		MOVE_START=20,
 
- 		MOVE_END=21,
 
- 		DEAD = 22 // new group, used to show dead stacks. If empty - last frame from "DEATH" will be copied here
 
- 	};
 
- 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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