OpenClonk
C4DefGraphics.h
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1 /*
2  * OpenClonk, http://www.openclonk.org
3  *
4  * Copyright (c) 2004-2009, RedWolf Design GmbH, http://www.clonk.de/
5  * Copyright (c) 2009-2016, The OpenClonk Team and contributors
6  *
7  * Distributed under the terms of the ISC license; see accompanying file
8  * "COPYING" for details.
9  *
10  * "Clonk" is a registered trademark of Matthes Bender, used with permission.
11  * See accompanying file "TRADEMARK" for details.
12  *
13  * To redistribute this file separately, substitute the full license texts
14  * for the above references.
15  */
16 // graphics used by object definitions (object and portraits)
17 
18 #ifndef INC_C4DefGraphics
19 #define INC_C4DefGraphics
20 
21 #include "graphics/C4Facet.h"
22 #include "lib/C4InputValidation.h"
23 #include "lib/StdMeshUpdate.h"
24 #include "object/C4Id.h"
25 #include "object/C4ObjectPtr.h"
26 
27 // defintion graphics
30 
32 {
33 public:
34  C4Def *pDef; // underlying definition
35 
36 protected:
37  C4AdditionalDefGraphics *pNext; // next graphics
38 
39  C4DefGraphics *GetLast(); // get last graphics in list
40 public:
42  {
45  TYPE_Mesh
46  };
47 
49 
50  union
51  {
52  struct
53  {
54  C4Surface *Bitmap, *BitmapClr, *BitmapNormal;
55  } Bmp;
56  StdMesh *Mesh;
57  };
58 
59  bool fColorBitmapAutoCreated; // if set, the color-by-owner-bitmap has been created automatically by all blue shades of the bitmap
60 
61  C4Surface *GetBitmap(DWORD dwClr=0);
62 
63  C4DefGraphics(C4Def *pOwnDef=nullptr); // ctor
64  virtual ~C4DefGraphics() { Clear(); }; // dtor
65 
66  bool LoadBitmap(C4Group &hGroup, const char *szFilenamePNG, const char *szOverlayPNG, const char *szNormal, bool fColorByOwner); // load specified graphics from group
67  bool LoadBitmaps(C4Group &hGroup, bool fColorByOwner); // load graphics from group
68  bool LoadMesh(C4Group &hGroup, const char* szFilename, StdMeshSkeletonLoader& loader);
69  bool LoadSkeleton(C4Group &hGroup, const char* szFilename, StdMeshSkeletonLoader& loader);
70  bool Load(C4Group &hGroup, StdMeshSkeletonLoader &loader, bool fColorByOwner); // load graphics from group
71  C4DefGraphics *Get(const char *szGrpName); // get graphics by name
72  void Clear(); // clear fields; delete additional graphics
73  bool IsMesh() const { return Type == TYPE_Mesh; }
74  bool IsColorByOwner() // returns whether ColorByOwner-surfaces have been created
75  { return Type == TYPE_Mesh || (Type == TYPE_Bitmap && !!Bmp.BitmapClr); } // Mesh can always apply PlayerColor (if used in its material)
76 
77  void Draw(C4Facet &cgo, DWORD iColor, C4Object *pObj, int32_t iPhaseX, int32_t iPhaseY, C4DrawTransform* trans);
78 
79  virtual const char *GetName() { return nullptr; } // return name to be stored in safe game files
80 
82 
83  void DrawClr(C4Facet &cgo, bool fAspect=true, DWORD dwClr=0); // set surface color and draw
84 
85  void CompileFunc(StdCompiler *pComp);
86 
87  friend class C4DefGraphicsPtrBackup;
88 };
89 
90 // additional definition graphics
92 {
93 protected:
94  char Name[C4MaxName+1]; // graphics name
95 
96 public:
97  C4AdditionalDefGraphics(C4Def *pOwnDef, const char *szName); // ctor
98  const char *GetName() override { return Name; }
99 };
100 
101 // backup class holding dead graphics pointers and names
103 {
104 protected:
105  C4DefGraphics *pGraphicsPtr; // dead graphics ptr
106  C4Def *pDef; // definition of dead graphics
107  char Name[C4MaxName+1]; // name of graphics
108  StdMeshUpdate* pMeshUpdate; // Dead mesh
109 
110 public:
111  C4DefGraphicsPtrBackupEntry(C4DefGraphics *pSourceGraphics); // ctor
113 
114  void AssignUpdate(); // update all game objects with new graphics pointers
115  void AssignRemoval(); // remove graphics of this def from all game objects
116 
117 private:
118  void UpdateAttachedMeshes();
119  void UpdateAttachedMesh(StdMeshInstance* instance);
120 };
121 
122 // On definition reload, all graphics updates need to be performed in one
123 // batch using this class.
125 {
126 public:
129 
130  // Add a def graphics to the list of graphics to be updated.
131  // Also adds additional graphics linked from pGraphics.
132  void Add(C4DefGraphics *pGraphics);
133 
134  void AssignUpdate(); // update all game objects with new graphics pointers
135  void AssignRemoval(); // remove graphics of all defs from all game objects
136 
137  StdMeshMaterialUpdate &GetUpdater() { return MeshMaterialUpdate; }
138 
139 private:
140  void UpdateMesh(StdMeshInstance* instance);
141 
142  StdMeshMaterialUpdate MeshMaterialUpdate; // Backup of dead mesh materials
143  StdMeshAnimationUpdate MeshAnimationUpdate; // Backup of animation names in the animation tree
144 
145  std::list<C4DefGraphicsPtrBackupEntry*> Entries;
146 
147  bool fApplied{false};
148 };
149 
150 // Helper to compile C4DefGraphics-Pointer
152 {
153 protected:
155 public:
157  void CompileFunc(StdCompiler *pComp);
158  // Default checking / setting
159  bool operator == (C4DefGraphics *pDef2) { return pDefGraphics == pDef2; }
160  void operator = (C4DefGraphics *pDef2) { pDefGraphics = pDef2; }
161 };
162 
163 // graphics overlay used to attach additional graphics to objects
165 {
168 public:
169  enum Mode
170  {
172  MODE_Base=1, // display base facet
173  MODE_Action=2, // display action facet specified in Action
174  MODE_Picture=3, // overlay picture to this picture only
175  MODE_IngamePicture=4, // draw picture of source def
176  MODE_Object=5, // draw another object gfx
177  MODE_ExtraGraphics=6, // draw like this were a ClrByOwner-surface
178  MODE_Rank=7, // draw rank symbol
179  MODE_ObjectPicture=8 // draw the picture of source object
180  };
181 protected:
182  Mode eMode{MODE_None}; // overlay mode
183 
184  C4DefGraphics *pSourceGfx{nullptr}; // source graphics - used for savegame saving and comparisons in ReloadDef
185  char Action[C4MaxName+1]; // action used as overlay in source gfx
186  C4TargetFacet fctBlit; // current blit data for bitmap graphics
187  StdMeshInstance* pMeshInstance{nullptr}; // NoSave // - current blit data for mesh graphics
188  uint32_t dwBlitMode{0}; // extra parameters for additive blits, etc.
189  uint32_t dwClrModulation{0xffffff}; // colormod for this overlay
190  C4ObjectPtr OverlayObj; // object to be drawn as overlay in MODE_Object
191  C4DrawTransform Transform; // drawing transformation: Rotation, zoom, etc.
192  int32_t iPhase{0}; // action face for MODE_Action
193  bool fZoomToShape{false}; // if true, overlay will be zoomed to match the target object shape
194 
195  int32_t iID{0}; // identification number for Z-ordering and script identification
196 
197  C4GraphicsOverlay *pNext{nullptr}; // singly linked list
198 
199  void UpdateFacet(); // update fctBlit to reflect current data
200  void Set(Mode aMode, C4DefGraphics *pGfx, const char *szAction, DWORD dwBMode, C4Object *pOvrlObj);
201 
202 public:
204  OverlayObj(nullptr), Transform(+1) { *Action=0; } // std ctor
205  ~C4GraphicsOverlay(); // dtor
206 
207  void CompileFunc(StdCompiler *pComp);
208 
209  // object pointer management
210  void DenumeratePointers();
211 
212  void SetAsBase(C4DefGraphics *pBaseGfx, DWORD dwBMode) // set in MODE_Base
213  { Set(MODE_Base, pBaseGfx, nullptr, dwBMode, nullptr); }
214  void SetAsAction(C4DefGraphics *pBaseGfx, const char *szAction, DWORD dwBMode)
215  { Set(MODE_Action, pBaseGfx, szAction, dwBMode, nullptr); }
216  void SetAsPicture(C4DefGraphics *pBaseGfx, DWORD dwBMode)
217  { Set(MODE_Picture, pBaseGfx, nullptr, dwBMode, nullptr); }
218  void SetAsIngamePicture(C4DefGraphics *pBaseGfx, DWORD dwBMode)
219  { Set(MODE_IngamePicture, pBaseGfx, nullptr, dwBMode, nullptr); }
220  void SetAsObject(C4Object *pOverlayObj, DWORD dwBMode)
221  { Set(MODE_Object, nullptr, nullptr, dwBMode, pOverlayObj); }
222  void SetAsObjectPicture(C4Object *pOverlayObj, DWORD dwBMode)
223  { Set(MODE_ObjectPicture, nullptr, nullptr, dwBMode, pOverlayObj); }
225  { Set(MODE_ExtraGraphics, pGfx, nullptr, dwBMode, nullptr); }
226  void SetAsRank(DWORD dwBMode, C4Object *rank_obj)
227  { Set(MODE_Rank, nullptr, nullptr, dwBMode, rank_obj); }
228 
229  bool IsValid(const C4Object *pForObj) const;
230 
232  C4Object *GetOverlayObject() const { return OverlayObj; }
233  int32_t GetID() const { return iID; }
234  void SetID(int32_t aID) { iID = aID; }
235  void SetPhase(int32_t iToPhase);
236  C4GraphicsOverlay *GetNext() const { return pNext; }
237  void SetNext(C4GraphicsOverlay *paNext) { pNext = paNext; }
238  bool IsPicture() { return eMode == MODE_Picture; }
239  C4DefGraphics *GetGfx() const { return pSourceGfx; }
240 
241  void Draw(C4TargetFacet &cgo, C4Object *pForObj, int32_t iByPlayer);
242  void DrawPicture(C4Facet &cgo, C4Object *pForObj, C4DrawTransform* trans);
243  void DrawRankSymbol(C4Facet &cgo, C4Object *rank_obj);
244 
245  bool operator == (const C4GraphicsOverlay &rCmp) const; // comparison operator
246 
247  uint32_t GetClrModulation() const { return dwClrModulation; }
248  void SetClrModulation(uint32_t dwToMod) { dwClrModulation = dwToMod; }
249 
250  uint32_t GetBlitMode() const { return dwBlitMode; }
251  void SetBlitMode(uint32_t dwToMode) { dwBlitMode = dwToMode; }
252 
253 };
254 
255 // Helper to compile lists of C4GraphicsOverlay
257 {
258 protected:
260 public:
262  void CompileFunc(StdCompiler *pComp);
263  // Default checking / setting
264  bool operator == (C4GraphicsOverlay *pDefault) { return pOverlay == pDefault; }
265  void operator = (C4GraphicsOverlay *pDefault) { delete pOverlay; pOverlay = pDefault; }
266 };
267 
268 #endif // INC_C4DefGraphics
const unsigned int C4MaxName
uint32_t DWORD
const char * GetName() override
Definition: C4DefGraphics.h:98
char Name[C4MaxName+1]
Definition: C4DefGraphics.h:94
C4AdditionalDefGraphics(C4Def *pOwnDef, const char *szName)
C4DefGraphics *& pDefGraphics
bool operator==(C4DefGraphics *pDef2)
void operator=(C4DefGraphics *pDef2)
void CompileFunc(StdCompiler *pComp)
C4DefGraphicsAdapt(C4DefGraphics *&pDefGraphics)
C4DefGraphics * Get(const char *szGrpName)
void CompileFunc(StdCompiler *pComp)
GraphicsType Type
Definition: C4DefGraphics.h:48
virtual const char * GetName()
Definition: C4DefGraphics.h:79
bool Load(C4Group &hGroup, StdMeshSkeletonLoader &loader, bool fColorByOwner)
bool fColorBitmapAutoCreated
Definition: C4DefGraphics.h:59
C4Surface * GetBitmap(DWORD dwClr=0)
void DrawClr(C4Facet &cgo, bool fAspect=true, DWORD dwClr=0)
bool LoadBitmap(C4Group &hGroup, const char *szFilenamePNG, const char *szOverlayPNG, const char *szNormal, bool fColorByOwner)
void Draw(C4Facet &cgo, DWORD iColor, C4Object *pObj, int32_t iPhaseX, int32_t iPhaseY, C4DrawTransform *trans)
C4DefGraphics(C4Def *pOwnDef=nullptr)
Definition: stub-handle.cpp:73
C4DefGraphics * GetLast()
bool LoadBitmaps(C4Group &hGroup, bool fColorByOwner)
bool IsColorByOwner()
Definition: C4DefGraphics.h:74
C4AdditionalDefGraphics * pNext
Definition: C4DefGraphics.h:37
C4AdditionalDefGraphics * GetNext()
Definition: C4DefGraphics.h:81
bool LoadMesh(C4Group &hGroup, const char *szFilename, StdMeshSkeletonLoader &loader)
bool LoadSkeleton(C4Group &hGroup, const char *szFilename, StdMeshSkeletonLoader &loader)
virtual ~C4DefGraphics()
Definition: C4DefGraphics.h:64
bool IsMesh() const
Definition: C4DefGraphics.h:73
StdMeshUpdate * pMeshUpdate
void AssignRemoval()
~C4DefGraphicsPtrBackupEntry()
C4DefGraphicsPtrBackupEntry(C4DefGraphics *pSourceGraphics)
C4Def * pDef
C4DefGraphics * pGraphicsPtr
void AssignUpdate()
char Name[C4MaxName+1]
void Add(C4DefGraphics *pGraphics)
StdMeshMaterialUpdate & GetUpdater()
Definition: C4Def.h:99
uint32_t GetClrModulation() const
void SetNext(C4GraphicsOverlay *paNext)
bool IsValid(const C4Object *pForObj) const
void SetAsObject(C4Object *pOverlayObj, DWORD dwBMode)
void DrawPicture(C4Facet &cgo, C4Object *pForObj, C4DrawTransform *trans)
void DrawRankSymbol(C4Facet &cgo, C4Object *rank_obj)
int32_t GetID() const
C4ObjectPtr OverlayObj
void SetBlitMode(uint32_t dwToMode)
void SetAsExtraGraphics(C4DefGraphics *pGfx, DWORD dwBMode)
C4GraphicsOverlay * pNext
void SetAsPicture(C4DefGraphics *pBaseGfx, DWORD dwBMode)
C4GraphicsOverlay * GetNext() const
uint32_t GetBlitMode() const
void SetID(int32_t aID)
void SetAsRank(DWORD dwBMode, C4Object *rank_obj)
C4DrawTransform Transform
char Action[C4MaxName+1]
C4TargetFacet fctBlit
void Set(Mode aMode, C4DefGraphics *pGfx, const char *szAction, DWORD dwBMode, C4Object *pOvrlObj)
C4Object * GetOverlayObject() const
StdMeshInstance * pMeshInstance
void SetAsIngamePicture(C4DefGraphics *pBaseGfx, DWORD dwBMode)
C4DrawTransform * GetTransform()
void SetAsAction(C4DefGraphics *pBaseGfx, const char *szAction, DWORD dwBMode)
void Draw(C4TargetFacet &cgo, C4Object *pForObj, int32_t iByPlayer)
void SetAsObjectPicture(C4Object *pOverlayObj, DWORD dwBMode)
C4DefGraphics * pSourceGfx
void SetPhase(int32_t iToPhase)
void SetClrModulation(uint32_t dwToMod)
bool operator==(const C4GraphicsOverlay &rCmp) const
void SetAsBase(C4DefGraphics *pBaseGfx, DWORD dwBMode)
C4DefGraphics * GetGfx() const
void CompileFunc(StdCompiler *pComp)
uint32_t dwClrModulation
void CompileFunc(StdCompiler *pComp)
void operator=(C4GraphicsOverlay *pDefault)
bool operator==(C4GraphicsOverlay *pDefault)
C4GraphicsOverlay *& pOverlay
C4GraphicsOverlayListAdapt(C4GraphicsOverlay *&pOverlay)