#ifndef AOLAYER_H #define AOLAYER_H #include #include #include #include #include #include #include #include #include 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(QWidget *p_parent, AOApplication *p_ao_app); 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; } // Set the movie's playback speed (between 10% and 1000%) void set_speed(int modifier) { speed = qMax(10, qMin(modifier, 1000)); } // 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 movie_frames; QVector 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 frame_loader; QMutex mutex; QWaitCondition frameAdded; signals: void done(); protected slots: virtual void preanim_done(); void shfx_timer_done(); virtual void movie_ticker(); }; class BackgroundLayer : public AOLayer { Q_OBJECT public: BackgroundLayer(QWidget *p_parent, AOApplication *p_ao_app); void load_image(QString p_filename); }; class CharLayer : public AOLayer { Q_OBJECT public: CharLayer(QWidget *p_parent, AOApplication *p_ao_app); 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 void load_image(QString p_filename, QString p_charname, int p_duration, bool p_is_preanim); void play(); // overloaded so we can play effects // networked frame fx string QStringList network_strings; private: 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> 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 slots: void preanim_done() override; // overridden so we don't accidentally cull characters void movie_ticker() override; // overridden so we can play effects signals: void shake(); void flash(); void play_sfx(QString sfx); }; class SplashLayer : public AOLayer { Q_OBJECT public: SplashLayer(QWidget *p_parent, AOApplication *p_ao_app); void load_image(QString p_filename, QString p_charname, QString p_miscname); }; class EffectLayer : public AOLayer { Q_OBJECT public: EffectLayer(QWidget *p_parent, AOApplication *p_ao_app); void load_image(QString p_filename, bool p_looping); }; class InterfaceLayer : public AOLayer { Q_OBJECT public: InterfaceLayer(QWidget *p_parent, AOApplication *p_ao_app); void load_image(QString p_filename, QString p_miscname); }; class StickerLayer : public AOLayer { Q_OBJECT public: StickerLayer(QWidget *p_parent, AOApplication *p_ao_app); void load_image(QString p_charname); }; #endif // AOLAYER_H