/* * OpenClonk, http://www.openclonk.org * * Copyright (c) 2004-2009, RedWolf Design GmbH, http://www.clonk.de/ * Copyright (c) 2009-2016, The OpenClonk Team and contributors * * Distributed under the terms of the ISC license; see accompanying file * "COPYING" for details. * * "Clonk" is a registered trademark of Matthes Bender, used with permission. * See accompanying file "TRADEMARK" for details. * * To redistribute this file separately, substitute the full license texts * for the above references. */ // graphics used by object definitions (object and portraits) #ifndef INC_C4DefGraphics #define INC_C4DefGraphics #include "graphics/C4Facet.h" #include "object/C4ObjectPtr.h" #include "lib/C4InputValidation.h" #include "lib/StdMeshUpdate.h" #include "object/C4Id.h" // defintion graphics class C4AdditionalDefGraphics; class C4DefGraphicsPtrBackup; class C4DefGraphics { public: C4Def *pDef; // underlying definition protected: C4AdditionalDefGraphics *pNext; // next graphics C4DefGraphics *GetLast(); // get last graphics in list public: enum GraphicsType { TYPE_None, TYPE_Bitmap, TYPE_Mesh }; GraphicsType Type; union { struct { C4Surface *Bitmap, *BitmapClr, *BitmapNormal; } Bmp; StdMesh *Mesh; }; bool fColorBitmapAutoCreated; // if set, the color-by-owner-bitmap has been created automatically by all blue shades of the bitmap C4Surface *GetBitmap(DWORD dwClr=0); C4DefGraphics(C4Def *pOwnDef=NULL); // ctor virtual ~C4DefGraphics() { Clear(); }; // dtor bool LoadBitmap(C4Group &hGroup, const char *szFilenamePNG, const char *szOverlayPNG, const char *szNormal, bool fColorByOwner); // load specified graphics from group bool LoadBitmaps(C4Group &hGroup, bool fColorByOwner); // load graphics from group bool LoadMesh(C4Group &hGroup, const char* szFilename, StdMeshSkeletonLoader& loader); bool LoadSkeleton(C4Group &hGroup, const char* szFilename, StdMeshSkeletonLoader& loader); bool Load(C4Group &hGroup, StdMeshSkeletonLoader &loader, bool fColorByOwner); // load graphics from group C4DefGraphics *Get(const char *szGrpName); // get graphics by name void Clear(); // clear fields; delete additional graphics bool IsMesh() const { return Type == TYPE_Mesh; } bool IsColorByOwner() // returns whether ColorByOwner-surfaces have been created { return Type == TYPE_Mesh || (Type == TYPE_Bitmap && !!Bmp.BitmapClr); } // Mesh can always apply PlayerColor (if used in its material) void Draw(C4Facet &cgo, DWORD iColor, C4Object *pObj, int32_t iPhaseX, int32_t iPhaseY, C4DrawTransform* trans); virtual const char *GetName() { return NULL; } // return name to be stored in safe game files C4AdditionalDefGraphics *GetNext() { return pNext; } void DrawClr(C4Facet &cgo, bool fAspect=true, DWORD dwClr=0); // set surface color and draw void CompileFunc(StdCompiler *pComp); friend class C4DefGraphicsPtrBackup; }; // additional definition graphics class C4AdditionalDefGraphics : public C4DefGraphics { protected: char Name[C4MaxName+1]; // graphics name public: C4AdditionalDefGraphics(C4Def *pOwnDef, const char *szName); // ctor virtual const char *GetName() { return Name; } }; // backup class holding dead graphics pointers and names class C4DefGraphicsPtrBackupEntry { protected: C4DefGraphics *pGraphicsPtr; // dead graphics ptr C4Def *pDef; // definition of dead graphics char Name[C4MaxName+1]; // name of graphics StdMeshUpdate* pMeshUpdate; // Dead mesh public: C4DefGraphicsPtrBackupEntry(C4DefGraphics *pSourceGraphics); // ctor ~C4DefGraphicsPtrBackupEntry(); // dtor void AssignUpdate(); // update all game objects with new graphics pointers void AssignRemoval(); // remove graphics of this def from all game objects private: void UpdateAttachedMeshes(); void UpdateAttachedMesh(StdMeshInstance* instance); }; // On definition reload, all graphics updates need to be performed in one // batch using this class. class C4DefGraphicsPtrBackup { public: C4DefGraphicsPtrBackup(); ~C4DefGraphicsPtrBackup(); // Add a def graphics to the list of graphics to be updated. // Also adds additional graphics linked from pGraphics. void Add(C4DefGraphics *pGraphics); void AssignUpdate(); // update all game objects with new graphics pointers void AssignRemoval(); // remove graphics of all defs from all game objects StdMeshMaterialUpdate &GetUpdater() { return MeshMaterialUpdate; } private: void UpdateMesh(StdMeshInstance* instance); StdMeshMaterialUpdate MeshMaterialUpdate; // Backup of dead mesh materials StdMeshAnimationUpdate MeshAnimationUpdate; // Backup of animation names in the animation tree std::list Entries; bool fApplied; }; // Helper to compile C4DefGraphics-Pointer class C4DefGraphicsAdapt { protected: C4DefGraphics *&pDefGraphics; public: C4DefGraphicsAdapt(C4DefGraphics *&pDefGraphics) : pDefGraphics(pDefGraphics) { } void CompileFunc(StdCompiler *pComp); // Default checking / setting bool operator == (C4DefGraphics *pDef2) { return pDefGraphics == pDef2; } void operator = (C4DefGraphics *pDef2) { pDefGraphics = pDef2; } }; // graphics overlay used to attach additional graphics to objects class C4GraphicsOverlay { friend class C4DefGraphicsPtrBackupEntry; friend class C4DefGraphicsPtrBackup; public: enum Mode { MODE_None=0, MODE_Base=1, // display base facet MODE_Action=2, // display action facet specified in Action MODE_Picture=3, // overlay picture to this picture only MODE_IngamePicture=4, // draw picture of source def MODE_Object=5, // draw another object gfx MODE_ExtraGraphics=6, // draw like this were a ClrByOwner-surface MODE_Rank=7, // draw rank symbol MODE_ObjectPicture=8 // draw the picture of source object }; protected: Mode eMode; // overlay mode C4DefGraphics *pSourceGfx; // source graphics - used for savegame saving and comparisons in ReloadDef char Action[C4MaxName+1]; // action used as overlay in source gfx C4TargetFacet fctBlit; // current blit data for bitmap graphics StdMeshInstance* pMeshInstance; // NoSave // - current blit data for mesh graphics uint32_t dwBlitMode; // extra parameters for additive blits, etc. uint32_t dwClrModulation; // colormod for this overlay C4ObjectPtr OverlayObj; // object to be drawn as overlay in MODE_Object C4DrawTransform Transform; // drawing transformation: Rotation, zoom, etc. int32_t iPhase; // action face for MODE_Action bool fZoomToShape; // if true, overlay will be zoomed to match the target object shape int32_t iID; // identification number for Z-ordering and script identification C4GraphicsOverlay *pNext; // singly linked list void UpdateFacet(); // update fctBlit to reflect current data void Set(Mode aMode, C4DefGraphics *pGfx, const char *szAction, DWORD dwBMode, C4Object *pOvrlObj); public: C4GraphicsOverlay() : eMode(MODE_None), pSourceGfx(NULL), fctBlit(), pMeshInstance(NULL), dwBlitMode(0), dwClrModulation(0xffffff), OverlayObj(NULL), Transform(+1), iPhase(0), fZoomToShape(false), iID(0), pNext(NULL) { *Action=0; } // std ctor ~C4GraphicsOverlay(); // dtor void CompileFunc(StdCompiler *pComp); // object pointer management void DenumeratePointers(); void SetAsBase(C4DefGraphics *pBaseGfx, DWORD dwBMode) // set in MODE_Base { Set(MODE_Base, pBaseGfx, NULL, dwBMode, NULL); } void SetAsAction(C4DefGraphics *pBaseGfx, const char *szAction, DWORD dwBMode) { Set(MODE_Action, pBaseGfx, szAction, dwBMode, NULL); } void SetAsPicture(C4DefGraphics *pBaseGfx, DWORD dwBMode) { Set(MODE_Picture, pBaseGfx, NULL, dwBMode, NULL); } void SetAsIngamePicture(C4DefGraphics *pBaseGfx, DWORD dwBMode) { Set(MODE_IngamePicture, pBaseGfx, NULL, dwBMode, NULL); } void SetAsObject(C4Object *pOverlayObj, DWORD dwBMode) { Set(MODE_Object, NULL, NULL, dwBMode, pOverlayObj); } void SetAsObjectPicture(C4Object *pOverlayObj, DWORD dwBMode) { Set(MODE_ObjectPicture, NULL, NULL, dwBMode, pOverlayObj); } void SetAsExtraGraphics(C4DefGraphics *pGfx, DWORD dwBMode) { Set(MODE_ExtraGraphics, pGfx, NULL, dwBMode, NULL); } void SetAsRank(DWORD dwBMode, C4Object *rank_obj) { Set(MODE_Rank, NULL, NULL, dwBMode, rank_obj); } bool IsValid(const C4Object *pForObj) const; C4DrawTransform *GetTransform() { return &Transform; } C4Object *GetOverlayObject() const { return OverlayObj; } int32_t GetID() const { return iID; } void SetID(int32_t aID) { iID = aID; } void SetPhase(int32_t iToPhase); C4GraphicsOverlay *GetNext() const { return pNext; } void SetNext(C4GraphicsOverlay *paNext) { pNext = paNext; } bool IsPicture() { return eMode == MODE_Picture; } C4DefGraphics *GetGfx() const { return pSourceGfx; } void Draw(C4TargetFacet &cgo, C4Object *pForObj, int32_t iByPlayer); void DrawPicture(C4Facet &cgo, C4Object *pForObj, C4DrawTransform* trans); void DrawRankSymbol(C4Facet &cgo, C4Object *rank_obj); bool operator == (const C4GraphicsOverlay &rCmp) const; // comparison operator uint32_t GetClrModulation() const { return dwClrModulation; } void SetClrModulation(uint32_t dwToMod) { dwClrModulation = dwToMod; } uint32_t GetBlitMode() const { return dwBlitMode; } void SetBlitMode(uint32_t dwToMode) { dwBlitMode = dwToMode; } }; // Helper to compile lists of C4GraphicsOverlay class C4GraphicsOverlayListAdapt { protected: C4GraphicsOverlay *&pOverlay; public: C4GraphicsOverlayListAdapt(C4GraphicsOverlay *&pOverlay) : pOverlay(pOverlay) { } void CompileFunc(StdCompiler *pComp); // Default checking / setting bool operator == (C4GraphicsOverlay *pDefault) { return pOverlay == pDefault; } void operator = (C4GraphicsOverlay *pDefault) { delete pOverlay; pOverlay = pDefault; } }; #endif // INC_C4DefGraphics