Images.cpp 12 KB

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  1. /*
  2. * Images.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Images.h"
  12. #include "MiscWidgets.h"
  13. #include "../GameEngine.h"
  14. #include "../render/IImage.h"
  15. #include "../render/IRenderHandler.h"
  16. #include "../render/CAnimation.h"
  17. #include "../render/Canvas.h"
  18. #include "../render/ColorFilter.h"
  19. #include "../render/Colors.h"
  20. #include "../battle/BattleInterface.h"
  21. #include "../CPlayerInterface.h"
  22. #include "../../lib/CConfigHandler.h"
  23. #include "../../lib/texts/CGeneralTextHandler.h" //for Unicode related stuff
  24. #include "../../lib/CRandomGenerator.h"
  25. static EImageBlitMode getModeForFlags( uint8_t flags)
  26. {
  27. if (flags & CCreatureAnim::CREATURE_MODE)
  28. return EImageBlitMode::WITH_SHADOW_AND_SELECTION;
  29. if (flags & CCreatureAnim::MAP_OBJECT_MODE)
  30. return EImageBlitMode::WITH_SHADOW;
  31. return EImageBlitMode::COLORKEY;
  32. }
  33. CPicture::CPicture(std::shared_ptr<IImage> image, const Point & position)
  34. : bg(image)
  35. , needRefresh(false)
  36. {
  37. pos += position;
  38. pos.w = bg->width();
  39. pos.h = bg->height();
  40. addUsedEvents(SHOW_POPUP);
  41. }
  42. CPicture::CPicture( const ImagePath &bmpname, int x, int y )
  43. : CPicture(bmpname, Point(x,y))
  44. {}
  45. CPicture::CPicture( const ImagePath & bmpname )
  46. : CPicture(bmpname, Point(0,0))
  47. {}
  48. CPicture::CPicture( const ImagePath & bmpname, const Point & position, EImageBlitMode mode )
  49. : bg(ENGINE->renderHandler().loadImage(bmpname, mode))
  50. , needRefresh(false)
  51. {
  52. pos.x += position.x;
  53. pos.y += position.y;
  54. assert(bg);
  55. if(bg)
  56. {
  57. pos.w = bg->width();
  58. pos.h = bg->height();
  59. }
  60. else
  61. {
  62. pos.w = pos.h = 0;
  63. }
  64. addUsedEvents(SHOW_POPUP);
  65. }
  66. CPicture::CPicture( const ImagePath & bmpname, const Point & position )
  67. :CPicture(bmpname, position, EImageBlitMode::COLORKEY)
  68. {}
  69. CPicture::CPicture(const ImagePath & bmpname, const Rect &SrcRect, int x, int y)
  70. : CPicture(bmpname, Point(x,y))
  71. {
  72. srcRect = SrcRect;
  73. pos.w = srcRect->w;
  74. pos.h = srcRect->h;
  75. addUsedEvents(SHOW_POPUP);
  76. }
  77. CPicture::CPicture(std::shared_ptr<IImage> image, const Rect &SrcRect, int x, int y)
  78. : CPicture(image, Point(x,y))
  79. {
  80. srcRect = SrcRect;
  81. pos.w = srcRect->w;
  82. pos.h = srcRect->h;
  83. addUsedEvents(SHOW_POPUP);
  84. }
  85. void CPicture::show(Canvas & to)
  86. {
  87. if (needRefresh)
  88. showAll(to);
  89. }
  90. void CPicture::showAll(Canvas & to)
  91. {
  92. if(bg)
  93. {
  94. if (srcRect.has_value())
  95. to.draw(bg, pos.topLeft(), *srcRect);
  96. else
  97. to.draw(bg, pos.topLeft());
  98. }
  99. }
  100. void CPicture::setAlpha(uint8_t value)
  101. {
  102. bg->setAlpha(value);
  103. }
  104. void CPicture::scaleTo(Point size)
  105. {
  106. bg->scaleTo(size, EScalingAlgorithm::BILINEAR);
  107. pos.w = bg->width();
  108. pos.h = bg->height();
  109. }
  110. void CPicture::setPlayerColor(PlayerColor player)
  111. {
  112. bg->playerColored(player);
  113. }
  114. void CPicture::addRClickCallback(const std::function<void()> & callback)
  115. {
  116. rCallback = callback;
  117. }
  118. void CPicture::showPopupWindow(const Point & cursorPosition)
  119. {
  120. if(rCallback)
  121. rCallback();
  122. }
  123. CFilledTexture::CFilledTexture(const ImagePath & imageName, Rect position)
  124. : CIntObject(0, position.topLeft())
  125. , texture(ENGINE->renderHandler().loadImage(imageName, EImageBlitMode::COLORKEY))
  126. {
  127. pos.w = position.w;
  128. pos.h = position.h;
  129. imageArea = Rect(Point(), texture->dimensions());
  130. }
  131. CFilledTexture::CFilledTexture(const ImagePath & imageName, Rect position, Rect imageArea)
  132. : CIntObject(0, position.topLeft())
  133. , texture(ENGINE->renderHandler().loadImage(imageName, EImageBlitMode::COLORKEY))
  134. , imageArea(imageArea)
  135. {
  136. pos.w = position.w;
  137. pos.h = position.h;
  138. }
  139. void CFilledTexture::showAll(Canvas & to)
  140. {
  141. CanvasClipRectGuard guard(to, pos);
  142. for (int y=pos.top(); y < pos.bottom(); y+= imageArea.h)
  143. {
  144. for (int x=pos.left(); x < pos.right(); x+= imageArea.w)
  145. to.draw(texture, Point(x,y), imageArea);
  146. }
  147. }
  148. void FilledTexturePlayerIndexed::setPlayerColor(PlayerColor player)
  149. {
  150. texture->playerColored(player);
  151. }
  152. FilledTexturePlayerColored::FilledTexturePlayerColored(Rect position)
  153. :CFilledTexture(ImagePath::builtin("DiBoxBck"), position)
  154. {
  155. }
  156. void FilledTexturePlayerColored::setPlayerColor(PlayerColor player)
  157. {
  158. ImagePath imagePath = ImagePath::builtin("DialogBoxBackground_" + player.toString() + ".bmp");
  159. texture = ENGINE->renderHandler().loadImage(imagePath, EImageBlitMode::COLORKEY);
  160. }
  161. CAnimImage::CAnimImage(const AnimationPath & name, size_t Frame, size_t Group, int x, int y, ui8 Flags):
  162. frame(Frame),
  163. group(Group),
  164. flags(Flags)
  165. {
  166. pos.x += x;
  167. pos.y += y;
  168. anim = ENGINE->renderHandler().loadAnimation(name, getModeForFlags(Flags));
  169. init();
  170. }
  171. CAnimImage::CAnimImage(const AnimationPath & name, size_t Frame, Rect targetPos, size_t Group, ui8 Flags):
  172. anim(ENGINE->renderHandler().loadAnimation(name, getModeForFlags(Flags))),
  173. frame(Frame),
  174. group(Group),
  175. flags(Flags),
  176. scaledSize(targetPos.w, targetPos.h)
  177. {
  178. pos.x += targetPos.x;
  179. pos.y += targetPos.y;
  180. init();
  181. }
  182. size_t CAnimImage::size()
  183. {
  184. return anim->size(group);
  185. }
  186. bool CAnimImage::isScaled() const
  187. {
  188. return (scaledSize.x != 0);
  189. }
  190. void CAnimImage::setSizeFromImage(const IImage &img)
  191. {
  192. if (isScaled())
  193. {
  194. // At the time of writing this, IImage had no method to scale to different aspect ratio
  195. // Therefore, have to ignore the target height and preserve original aspect ratio
  196. pos.w = scaledSize.x;
  197. pos.h = roundf(float(scaledSize.x) * img.height() / img.width());
  198. }
  199. else
  200. {
  201. pos.w = img.width();
  202. pos.h = img.height();
  203. }
  204. }
  205. void CAnimImage::init()
  206. {
  207. visible = true;
  208. auto img = anim->getImage(frame, group);
  209. if (img)
  210. setSizeFromImage(*img);
  211. }
  212. CAnimImage::~CAnimImage()
  213. {
  214. }
  215. void CAnimImage::showAll(Canvas & to)
  216. {
  217. if(!visible)
  218. return;
  219. std::vector<size_t> frames = {frame};
  220. if((flags & CShowableAnim::BASE) && frame != 0)
  221. {
  222. frames.insert(frames.begin(), 0);
  223. }
  224. for(auto targetFrame : frames)
  225. {
  226. if(auto img = anim->getImage(targetFrame, group))
  227. {
  228. if(isScaled())
  229. img->scaleTo(scaledSize, EScalingAlgorithm::BILINEAR);
  230. to.draw(img, pos.topLeft());
  231. }
  232. }
  233. }
  234. void CAnimImage::setAnimationPath(const AnimationPath & name, size_t frame)
  235. {
  236. this->frame = frame;
  237. anim = ENGINE->renderHandler().loadAnimation(name, EImageBlitMode::COLORKEY);
  238. init();
  239. }
  240. void CAnimImage::setScale(Point scale)
  241. {
  242. scaledSize = scale;
  243. }
  244. void CAnimImage::setFrame(size_t Frame, size_t Group)
  245. {
  246. if (frame == Frame && group==Group)
  247. return;
  248. if (anim->size(Group) > Frame)
  249. {
  250. frame = Frame;
  251. group = Group;
  252. if(auto img = anim->getImage(frame, group))
  253. {
  254. if (player.has_value())
  255. img->playerColored(*player);
  256. setSizeFromImage(*img);
  257. }
  258. }
  259. else
  260. logGlobal->error("Error: accessing unavailable frame %d:%d in CAnimation!", Group, Frame);
  261. }
  262. void CAnimImage::setPlayerColor(PlayerColor currPlayer)
  263. {
  264. player = currPlayer;
  265. anim->getImage(frame, group)->playerColored(*player);
  266. if (flags & CShowableAnim::BASE)
  267. anim->getImage(0, group)->playerColored(*player);
  268. }
  269. bool CAnimImage::isPlayerColored() const
  270. {
  271. return player.has_value();
  272. }
  273. CShowableAnim::CShowableAnim(int x, int y, const AnimationPath & name, ui8 Flags, ui32 frameTime, size_t Group, uint8_t alpha):
  274. anim(ENGINE->renderHandler().loadAnimation(name, getModeForFlags(Flags))),
  275. group(Group),
  276. frame(0),
  277. first(0),
  278. frameTimeTotal(frameTime),
  279. frameTimePassed(0),
  280. flags(Flags),
  281. xOffset(0),
  282. yOffset(0),
  283. alpha(alpha)
  284. {
  285. last = anim->size(group);
  286. auto image = anim->getImage(0, group);
  287. if (!image)
  288. throw std::runtime_error("Failed to load group " + std::to_string(group) + " of animation file " + name.getOriginalName());
  289. pos.w = image->width();
  290. pos.h = image->height();
  291. pos.x+= x;
  292. pos.y+= y;
  293. addUsedEvents(TIME);
  294. }
  295. void CShowableAnim::setAlpha(ui32 alphaValue)
  296. {
  297. alpha = std::min<ui32>(alphaValue, 255);
  298. }
  299. bool CShowableAnim::set(size_t Group, size_t from, size_t to)
  300. {
  301. size_t max = anim->size(Group);
  302. if (to < max)
  303. max = to;
  304. if (max < from || max == 0)
  305. return false;
  306. group = Group;
  307. frame = first = from;
  308. last = max;
  309. frameTimePassed = 0;
  310. return true;
  311. }
  312. bool CShowableAnim::set(size_t Group)
  313. {
  314. if (anim->size(Group)== 0)
  315. return false;
  316. if (group != Group)
  317. {
  318. first = 0;
  319. group = Group;
  320. last = anim->size(Group);
  321. }
  322. frame = 0;
  323. frameTimePassed = 0;
  324. return true;
  325. }
  326. void CShowableAnim::reset()
  327. {
  328. frame = first;
  329. if (callback)
  330. callback();
  331. }
  332. void CShowableAnim::clipRect(int posX, int posY, int width, int height)
  333. {
  334. xOffset = posX;
  335. yOffset = posY;
  336. pos.w = width;
  337. pos.h = height;
  338. }
  339. void CShowableAnim::show(Canvas & to)
  340. {
  341. if ( flags & BASE )// && frame != first) // FIXME: results in graphical glytch in Fortress, upgraded hydra's dwelling
  342. blitImage(first, group, to);
  343. blitImage(frame, group, to);
  344. }
  345. void CShowableAnim::tick(uint32_t msPassed)
  346. {
  347. if ((flags & PLAY_ONCE) && frame + 1 == last)
  348. return;
  349. frameTimePassed += msPassed;
  350. if(frameTimePassed >= frameTimeTotal)
  351. {
  352. frameTimePassed -= frameTimeTotal;
  353. if ( ++frame >= last)
  354. reset();
  355. }
  356. }
  357. void CShowableAnim::showAll(Canvas & to)
  358. {
  359. if ( flags & BASE )// && frame != first)
  360. blitImage(first, group, to);
  361. blitImage(frame, group, to);
  362. }
  363. void CShowableAnim::blitImage(size_t frame, size_t group, Canvas & to)
  364. {
  365. Rect src( xOffset, yOffset, pos.w, pos.h);
  366. auto img = anim->getImage(frame, group);
  367. if(img)
  368. {
  369. img->setAlpha(alpha);
  370. if (getModeForFlags(flags) == EImageBlitMode::WITH_SHADOW_AND_SELECTION)
  371. img->setOverlayColor(Colors::TRANSPARENCY);
  372. to.draw(img, pos.topLeft(), src);
  373. }
  374. }
  375. void CShowableAnim::rotate(bool on, bool vertical)
  376. {
  377. ui8 flag = vertical? VERTICAL_FLIP:HORIZONTAL_FLIP;
  378. if (on)
  379. flags |= flag;
  380. else
  381. flags &= ~flag;
  382. }
  383. void CShowableAnim::setDuration(int durationMs)
  384. {
  385. frameTimeTotal = durationMs/(last - first);
  386. }
  387. CCreatureAnim::CCreatureAnim(int x, int y, const AnimationPath & name, ui8 flags, ECreatureAnimType type):
  388. CShowableAnim(x, y, name, flags | CREATURE_MODE, 100, size_t(type)) // H3 uses 100 ms per frame, irregardless of battle speed settings
  389. {
  390. xOffset = 0;
  391. yOffset = 0;
  392. }
  393. void CCreatureAnim::loopPreview(bool warMachine)
  394. {
  395. std::vector<ECreatureAnimType> available;
  396. static const ECreatureAnimType creaPreviewList[] = {
  397. ECreatureAnimType::HOLDING,
  398. ECreatureAnimType::HITTED,
  399. ECreatureAnimType::DEFENCE,
  400. ECreatureAnimType::ATTACK_FRONT,
  401. ECreatureAnimType::SPECIAL_FRONT
  402. };
  403. static const ECreatureAnimType machPreviewList[] = {
  404. ECreatureAnimType::HOLDING,
  405. ECreatureAnimType::MOVING,
  406. ECreatureAnimType::SHOOT_UP,
  407. ECreatureAnimType::SHOOT_FRONT,
  408. ECreatureAnimType::SHOOT_DOWN
  409. };
  410. auto & previewList = warMachine ? machPreviewList : creaPreviewList;
  411. for (auto & elem : previewList)
  412. if (anim->size(size_t(elem)))
  413. available.push_back(elem);
  414. size_t rnd = CRandomGenerator::getDefault().nextInt((int)available.size() * 2 - 1);
  415. if (rnd >= available.size())
  416. {
  417. ECreatureAnimType type;
  418. if ( anim->size(size_t(ECreatureAnimType::MOVING)) == 0 )//no moving animation present
  419. type = ECreatureAnimType::HOLDING;
  420. else
  421. type = ECreatureAnimType::MOVING;
  422. //display this anim for ~1 second (time is random, but it looks good)
  423. for (size_t i=0; i< 12/anim->size(size_t(type)) + 1; i++)
  424. addLast(type);
  425. }
  426. else
  427. addLast(available[rnd]);
  428. }
  429. void CCreatureAnim::addLast(ECreatureAnimType newType)
  430. {
  431. auto currType = ECreatureAnimType(group);
  432. if (currType != ECreatureAnimType::MOVING && newType == ECreatureAnimType::MOVING)//starting moving - play init sequence
  433. {
  434. queue.push( ECreatureAnimType::MOVE_START );
  435. }
  436. else if (currType == ECreatureAnimType::MOVING && newType != ECreatureAnimType::MOVING )//previous anim was moving - finish it
  437. {
  438. queue.push( ECreatureAnimType::MOVE_END );
  439. }
  440. if (newType == ECreatureAnimType::TURN_L || newType == ECreatureAnimType::TURN_R)
  441. queue.push(newType);
  442. queue.push(newType);
  443. }
  444. void CCreatureAnim::reset()
  445. {
  446. //if we are in the middle of rotation - set flag
  447. if (group == size_t(ECreatureAnimType::TURN_L) && !queue.empty() && queue.front() == ECreatureAnimType::TURN_L)
  448. rotate(true);
  449. if (group == size_t(ECreatureAnimType::TURN_R) && !queue.empty() && queue.front() == ECreatureAnimType::TURN_R)
  450. rotate(false);
  451. while (!queue.empty())
  452. {
  453. ECreatureAnimType at = queue.front();
  454. queue.pop();
  455. if (set(size_t(at)))
  456. return;
  457. }
  458. if (callback)
  459. callback();
  460. while (!queue.empty())
  461. {
  462. ECreatureAnimType at = queue.front();
  463. queue.pop();
  464. if (set(size_t(at)))
  465. return;
  466. }
  467. set(size_t(ECreatureAnimType::HOLDING));
  468. }
  469. void CCreatureAnim::startPreview(bool warMachine)
  470. {
  471. callback = std::bind(&CCreatureAnim::loopPreview, this, warMachine);
  472. }
  473. void CCreatureAnim::clearAndSet(ECreatureAnimType type)
  474. {
  475. while (!queue.empty())
  476. queue.pop();
  477. set(size_t(type));
  478. }