atrooney-online-2/include/aolayer.h
oldmud0 2748a954f4
Fix build failure in GitLab CI (#630)
error: use of deleted function 'std::atomic<bool>::atomic(const std::atomic<bool>&)'
2022-01-08 21:26:06 -06:00

256 lines
7.9 KiB
C++

#ifndef AOLAYER_H
#define AOLAYER_H
#include <QDebug>
#include <QElapsedTimer>
#include <QImageReader>
#include <QLabel>
#include <QTimer>
#include <QBitmap>
#include <QtConcurrent/QtConcurrentRun>
#include <QMutex>
#include <QWaitCondition>
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<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;
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<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 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