atrooney-online-2/include/aolayer.h
in1tiate 894b2b2a0e
Consolidate AOScene, AOMovie, and AOCharMovie into one class, add support for (c) animations, implement emote continuity, add scaling overrides to all layer types, allow for stretch-to-fill images, allow for additional effect configuration (#302)
* Rewrite AOScene and remove the need for AOMovie and AOCharMovie by consolidation

* Rename AOScene to AOLayer, apply suggestions to improve functionality

* Implement suggested change to allocation

* Switch from pointer to field, fix ui_vp_player_char not resetting play_once

* Use the variable gif_name instead of the string "gif_name"
 Oops.

* Total rewrite of AOLayer (again)

* Add support for (c) animations, do some housekeeping

* allow themes to override misc chatboxes

* add support for pulling InterfaceLayer elements from theme/misc

* mistakes were made

* move all frame fx functionality to CharLayer subclass

* virtual functions are cool mkay

* remove evidence of my incompetence

* allow themes to override font design inis under theme/misc

* Proper support for theme/misc chatbox, fixes

* Fix chatbox dimensions not updating and inline color causing missingnos

* rename chat markdown to chat markup

* add missing misc overrides

* quick hotfix for chatblank and misc overrides

* Fix oversight with backgrounds causing them to be culled

* Same as last commit but for FG layer

* amend comment to explain impossible shenanigans

* Adjust ForegroundLayer to take charname rather than miscname, allow for checking in char folder

* fix an incredibly embarrassing pathing bug

* add scaling overrides for all layer types, parent orphaned viewport elements to the viewport

* stupid fix because themes use "custom.png" as a button

* switch to .append()

* Revert "Merge branch 'aoscene_rewrite' of https://github.com/AttorneyOnline/AO2-Client into aoscene_rewrite"

This reverts commit bdeb1bff7639d522031aab3c133a83b0e2a291df, reversing
changes made to 125ee63b97a6f6c156e69525d88fddc625e7a978.

* switch to .append() (again)

* move function call to fix showname length calculation error

* fix nonlooping character animations being broken Again

* unparent elements from the viewport and do fancy masking arithmetic instead

* use override keyword

* move scaling override to char.ini, allow stretching, restructure effect property loading

* fix some redundancy

* unparent chat_arrow from chatbox to prevent accidental masking

* at no point do we want a frozen gif to display

* overhaul how wtce is handled

* oops

* also let sounds be pulled from theme miscs

* i should probably compile before i push

* actually make it work

* don't check a default bg

* readd 1x1 stretch thing

* actually the 1x1 thing was a bad idea

* Add missing parenthesis

* Use load_image instead of play

play is a nonexistent method now

* Remote shout_message and usages because it does nothing

* Remove multiple redefinitions

* Add in missing brackets and indent to fix build

I have know idea what this does but it brings fear

* fix build error

* fix chat arrow and remove duped code

* remove more duped code and fix misc themes

* only update chat_arrow when needed

* consolidate log_chatmessage and display_log_chatmessage

Co-authored-by: scatterflower <marisaposs@gameboyprinter.moe>
Co-authored-by: Skye Deving <76892045+skyedeving@users.noreply.github.com>
Co-authored-by: oldmud0 <oldmud0@users.noreply.github.com>
2021-01-19 14:32:11 +03:00

215 lines
6.4 KiB
C++

#ifndef AOLAYER_H
#define AOLAYER_H
#include <QDebug>
#include <QElapsedTimer>
#include <QImageReader>
#include <QLabel>
#include <QTimer>
#include <QBitmap>
class AOApplication;
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
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?
// 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();
// 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);
// 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(QList<QString> 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;
// Usually used to turn seconds into milliseconds such as for [Time] tag in
// char.ini
const int tick_ms = 60;
// 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;
// Are we loading this from the same frame we left off on? TODO: actually make
// this work
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;
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);
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 ForegroundLayer : public AOLayer {
Q_OBJECT
public:
ForegroundLayer(QWidget *p_parent, AOApplication *p_ao_app);
QString miscname; //'misc' folder to search. we fetch this based on p_charname below
void load_image(QString p_filename, QString p_charname);
};
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 InterjectionLayer : public AOLayer {
Q_OBJECT
public:
InterjectionLayer(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);
};
#endif // AOLAYER_H