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- /*
- * Images.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
- *
- */
- #pragma once
- #include "../gui/CIntObject.h"
- #include "../battle/BattleConstants.h"
- #include "../../lib/filesystem/ResourcePath.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class Rect;
- VCMI_LIB_NAMESPACE_END
- class CAnimImage;
- class CLabel;
- class CAnimation;
- class IImage;
- enum class EImageBlitMode : uint8_t;
- // Image class
- class CPicture : public CIntObject
- {
- std::shared_ptr<IImage> bg;
- std::function<void()> rCallback;
- public:
- /// if set, only specified section of internal image will be rendered
- std::optional<Rect> srcRect;
- /// If set to true, image will be redrawn on each frame
- bool needRefresh;
- std::shared_ptr<IImage> getSurface()
- {
- return bg;
- }
- /// wrap existing image
- CPicture(std::shared_ptr<IImage> image, const Point & position);
- /// wrap section of an existing Image
- CPicture(std::shared_ptr<IImage> image, const Rect &SrcRext, int x = 0, int y = 0); //wrap subrect of given surface
- CPicture(const ImagePath & bmpname, const Rect &SrcRext, int x = 0, int y = 0); //wrap subrect of given surface
- /// Loads image from specified file name
- CPicture(const ImagePath & bmpname);
- CPicture(const ImagePath & bmpname, const Point & position, EImageBlitMode mode);
- CPicture(const ImagePath & bmpname, const Point & position);
- CPicture(const ImagePath & bmpname, int x, int y);
- /// set alpha value for whole surface. Note: may be messed up if surface is shared
- /// 0=transparent, 255=opaque
- void setAlpha(uint8_t value);
- void scaleTo(Point size);
- void setPlayerColor(PlayerColor player);
- void addRClickCallback(const std::function<void()> & callback);
- void show(Canvas & to) override;
- void showAll(Canvas & to) override;
- void showPopupWindow(const Point & cursorPosition) override;
- };
- /// area filled with specific texture
- class CFilledTexture : public CIntObject
- {
- protected:
- std::shared_ptr<IImage> texture;
- Rect imageArea;
- public:
- CFilledTexture(const ImagePath & imageName, Rect position, Rect imageArea);
- CFilledTexture(const ImagePath & imageName, Rect position);
- void showAll(Canvas & to) override;
- };
- /// area filled with specific texture, colorized to player color if image is indexed
- class FilledTexturePlayerIndexed : public CFilledTexture
- {
- public:
- using CFilledTexture::CFilledTexture;
- void setPlayerColor(PlayerColor player);
- };
- /// area filled with specific texture, with applied color filter to colorize it to specific player
- class FilledTexturePlayerColored : public CFilledTexture
- {
- public:
- FilledTexturePlayerColored(Rect position);
- void setPlayerColor(PlayerColor player);
- };
- /// Class for displaying one image from animation
- class CAnimImage: public CIntObject
- {
- private:
- std::shared_ptr<CAnimation> anim;
- //displayed frame/group
- size_t frame;
- size_t group;
- ui8 flags;
- Point scaledSize;
- /// If set, then image is colored using player-specific palette
- std::optional<PlayerColor> player;
- bool isScaled() const;
- void setSizeFromImage(const IImage &img);
- void init();
- public:
- bool visible;
- CAnimImage(const AnimationPath & name, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
- CAnimImage(const AnimationPath & name, size_t Frame, Rect targetPos, size_t Group=0, ui8 Flags=0);
- ~CAnimImage();
- /// 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 to specific player
- void setPlayerColor(PlayerColor player);
- /// returns true if image has player-colored effect applied
- bool isPlayerColored() const;
- void showAll(Canvas & to) override;
- void setAnimationPath(const AnimationPath & name, size_t frame);
- void setScale(Point scale);
- };
- /// 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
- CREATURE_MODE=8, // use alpha channel for images with palette. Required for creatures in battle
- MAP_OBJECT_MODE=16, // use alpha channel for images with palette. Required for map objects
- PLAY_ONCE=32 //play animation only once and stop at last frame
- };
- protected:
- std::shared_ptr<CAnimation> anim;
- size_t group, frame;//current frame
- size_t first, last; //animation range
- /// total time on scren for each frame in animation
- ui32 frameTimeTotal;
- /// how long was current frame visible on screen
- ui32 frameTimePassed;
- ui8 flags;//Flags from EFlags enum
- //blit image with optional rotation, fitting into rect, etc
- void blitImage(size_t frame, size_t group, Canvas & 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, const AnimationPath & name, ui8 flags, ui32 frameTime, size_t Group=0, uint8_t alpha = UINT8_MAX);
- //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();
- //set animation duration
- void setDuration(int durationMs);
- //show current frame and increase counter
- void show(Canvas & to) override;
- void showAll(Canvas & to) override;
- void tick(uint32_t msPassed) override;
- };
- /// Creature-dependend animations like attacking, moving,...
- class CCreatureAnim: public CShowableAnim
- {
- private:
- //queue of animations waiting to be displayed
- std::queue<ECreatureAnimType> 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() override;
- //add sequence to the end of queue
- void addLast(ECreatureAnimType newType);
- void startPreview(bool warMachine);
- //clear queue and set animation to this sequence
- void clearAndSet(ECreatureAnimType type);
- CCreatureAnim(int x, int y, const AnimationPath & name, ui8 flags = 0, ECreatureAnimType = ECreatureAnimType::HOLDING);
- };
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