openclonk/src/object/C4DefGraphics.h

270 lines
9.7 KiB
C++

/*
* 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<C4DefGraphicsPtrBackupEntry*> 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