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