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+#pragma once
+
+#include <QBitmap>
+#include <QDebug>
+#include <QElapsedTimer>
+#include <QImageReader>
+#include <QLabel>
+#include <QMutex>
+#include <QTimer>
+#include <QWaitCondition>
+#include <QtConcurrent/QtConcurrentRun>
+
+class AOApplication;
+class VPath;
+
+// "Brief" explanation of what the hell this is:
+//
+// AOLayer handles all animations both inside and outside
+// the viewport. It was originally devised as a layering
+// system, but turned into a full refactor of the existing
+// animation code.
+//
+// AOLayer has six subclasses, all of which differ mainly in
+// how they handle path resolution.
+//
+// - BackgroundLayer: self-explanatory, handles files found in base/background
+// - CharLayer: handles all the "wonderful" quirks of character path resolution
+// - SplashLayer: handles elements that can either be provided by a misc/ directory
+// or by the theme - speedlines, shouts, WT/CE, et cetera
+// - EffectLayer: this is basically a dummy layer since effects do their own wonky
+// path resolution in a different file
+// - InterfaceLayer: handles UI elements like the chat arrow and the music display
+// - StickerLayer: Crystalwarrior really wanted this. Handles "stickers," whatever those are.
+//
+// For questions comments or concerns, bother someone else
+
+class AOLayer : public QLabel
+{
+ Q_OBJECT
+
+public:
+ AOLayer(AOApplication *p_ao_app, QWidget *p_parent = nullptr);
+
+ QString filename; // file name without extension, i.e. "witnesstestimony"
+ int static_duration; // time in ms for static images to be displayed, if
+ // applicable. set to 0 for infinite
+ int max_duration; // maximum duration in ms, image will be culled if it is
+ // exceeded. set this to 0 for infinite duration
+ bool play_once = false; // Whether to loop this animation or not
+ bool cull_image = true; // if we're done playing this animation, should we
+ // hide it? also controls durational culling
+ // Are we loading this from the same frame we left off on?
+ bool continuous = false;
+ // Whether or not to forcibly bypass the simple check done by start_playback
+ // and use the existent value of continuous instead
+ bool force_continuous = false;
+ Qt::TransformationMode transform_mode = Qt::FastTransformation; // transformation mode to use for this image
+ bool stretch = false; // Should we stretch/squash this image to fill the screen?
+ bool masked = true; // Set a mask to the dimensions of the widget?
+
+ // Set the movie's image to provided paths, preparing for playback.
+ void start_playback(QString p_image);
+
+ void set_play_once(bool p_play_once);
+ void set_cull_image(bool p_cull_image);
+ void set_static_duration(int p_static_duration);
+ void set_max_duration(int p_max_duration);
+
+ // Stop the movie, clearing the image
+ void stop();
+
+ // Stop the movie and clear all vectors
+ void kill();
+
+ // Set the m_flipped variable to true/false
+ void set_flipped(bool p_flipped) { m_flipped = p_flipped; }
+
+ // Move the label itself around
+ void move(int ax, int ay);
+
+ // Move the label and center it
+ void move_and_center(int ax, int ay);
+
+ // This is somewhat pointless now as there's no "QMovie" object to resize, aka
+ // no "combo" to speak of
+ void combo_resize(int w, int h);
+
+ // Return the frame delay adjusted for speed
+ int get_frame_delay(int delay);
+
+ // iterate through a list of paths and return the first entry that exists. if
+ // none exist, return NULL (safe because we check again for existence later)
+ QString find_image(QStringList p_list);
+
+protected:
+ AOApplication *ao_app;
+ QVector<QPixmap> movie_frames;
+ QVector<int> movie_delays;
+
+ QTimer *preanim_timer;
+ QTimer *shfx_timer;
+ QTimer *ticker;
+ QString last_path;
+ QImageReader m_reader;
+
+ QElapsedTimer actual_time;
+
+ // These are the X and Y values before they are fixed based on the sprite's
+ // width.
+ int x = 0;
+ int y = 0;
+ // These are the width and height values before they are fixed based on the
+ // sprite's width.
+ int f_w = 0;
+ int f_h = 0;
+
+ int frame = 0;
+ int max_frames = 0;
+ int last_max_frames = 0;
+
+ int speed = 100;
+
+ bool m_flipped = false;
+
+ int duration = 0;
+
+ // Start playback of the movie (if animated).
+ void play();
+
+ // Freeze the movie at the current frame.
+ void freeze();
+
+ // Retreive a pixmap adjused for mirroring/aspect ratio shenanigans from a
+ // provided QImage
+ QPixmap get_pixmap(QImage image);
+
+ // Set the movie's frame to provided pixmap
+ void set_frame(QPixmap f_pixmap);
+ // Center the QLabel in the viewport based on the dimensions of f_pixmap
+ void center_pixmap(QPixmap f_pixmap);
+
+private:
+ // Populates the frame and delay vectors.
+ void populate_vectors();
+
+ // used in populate_vectors
+ void load_next_frame();
+ std::atomic_bool exit_loop{false}; // awful solution but i'm not fucking using QThread
+ QFuture<void> frame_loader;
+ QMutex mutex;
+ QWaitCondition frameAdded;
+
+Q_SIGNALS:
+ void done();
+
+protected Q_SLOTS:
+ virtual void preanim_done();
+ void shfx_timer_done();
+ virtual void movie_ticker();
+};
+
+class BackgroundLayer : public AOLayer
+{
+ Q_OBJECT
+public:
+ BackgroundLayer(AOApplication *p_ao_app, QWidget *p_parent);
+ void load_image(QString p_filename);
+};
+
+class CharLayer : public AOLayer
+{
+ Q_OBJECT
+
+public:
+ CharLayer(AOApplication *p_ao_app, QWidget *p_parent = nullptr);
+
+ QStringList &network_strings2() { return m_network_strings; }
+ void set_network_string(QStringList list) { m_network_strings = list; }
+
+ void load_image(QString p_filename, QString p_charname, int p_duration, bool p_is_preanim);
+
+ void play(); // overloaded so we can play effects
+
+private:
+ QString current_emote; // name of the emote we're using
+ bool is_preanim; // equivalent to the old play_once, if true we don't want
+ // to loop this
+ QString prefix; // prefix, left blank if it's a preanim
+ QStringList m_network_strings;
+
+ QString last_char; // name of the last character we used
+ QString last_emote; // name of the last animation we used
+ QString last_prefix; // prefix of the last animation we played
+ bool was_preanim = false; // whether is_preanim was true last time
+
+ // Effects such as sfx, screenshakes and realization flashes are stored in
+ // here. QString entry format: "sfx^[sfx_name]", "shake", "flash". The program
+ // uses the QVector index as reference.
+ QVector<QVector<QString>> movie_effects;
+
+ // used for effect loading
+ QString m_char;
+ QString m_emote;
+
+ // overloaded for effects reasons
+ void start_playback(QString p_image);
+
+ // Initialize the frame-specific effects from the char.ini
+ void load_effects();
+
+ // Initialize the frame-specific effects from the provided network_strings,
+ // this is only initialized if network_strings has size more than 0.
+ void load_network_effects();
+
+ // Play a frame-specific effect, if there's any defined for that specific
+ // frame.
+ void play_frame_effect(int p_frame);
+
+private Q_SLOTS:
+ void preanim_done() override; // overridden so we don't accidentally cull characters
+ void movie_ticker() override; // overridden so we can play effects
+
+Q_SIGNALS:
+ void shake();
+ void flash();
+ void play_sfx(QString sfx);
+};
+
+class SplashLayer : public AOLayer
+{
+ Q_OBJECT
+
+public:
+ SplashLayer(AOApplication *p_ao_app, QWidget *p_parent = nullptr);
+
+ void load_image(QString p_filename, QString p_charname, QString p_miscname);
+};
+
+class EffectLayer : public AOLayer
+{
+ Q_OBJECT
+
+public:
+ EffectLayer(AOApplication *p_ao_app, QWidget *p_parent = nullptr);
+
+ void load_image(QString p_filename, bool p_looping);
+};
+
+class InterfaceLayer : public AOLayer
+{
+ Q_OBJECT
+
+public:
+ InterfaceLayer(AOApplication *p_ao_app, QWidget *p_parent = nullptr);
+
+ void load_image(QString p_filename, QString p_miscname);
+};
+
+class StickerLayer : public AOLayer
+{
+ Q_OBJECT
+
+public:
+ StickerLayer(AOApplication *p_ao_app, QWidget *p_parent = nullptr);
+
+ void load_image(QString p_charname);
+};