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AnimationSet.cpp
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AnimationSet.cpp
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/*
Copyright © 2012 Stefan Beller
This file is part of FLARE.
FLARE is free software: you can redistribute it and/or modify it under the terms
of the GNU General Public License as published by the Free Software Foundation,
either version 3 of the License, or (at your option) any later version.
FLARE is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
FLARE. If not, see http://www.gnu.org/licenses/
*/
#include "Animation.h"
#include "AnimationSet.h"
#include "AnimationManager.h"
#include "ImageManager.h"
#include "FileParser.h"
#include "SharedResources.h"
#include "Settings.h"
#include "UtilsParsing.h"
#include <algorithm>
#include <cassert>
#include <string>
using namespace std;
Animation *AnimationSet::getAnimation(const std::string &_name)
{
if (!loaded)
load();
for (size_t i = 0; i < animations.size(); i++)
if (animations[i]->getName() == _name)
return new Animation(*animations[i]);
return new Animation(*defaultAnimation);
}
Animation *AnimationSet::getAnimation()
{
if (!loaded)
load();
return new Animation(*defaultAnimation);
}
AnimationSet::AnimationSet(const std::string &animationname)
: name(animationname)
, loaded(false)
, animations()
, sprite(NULL)
{
defaultAnimation = new Animation("default", "play_once", NULL);
defaultAnimation->setupUncompressed(Point(), Point(), 0, 1, 0);
}
void AnimationSet::load() {
assert(!loaded);
loaded = true;
FileParser parser;
const string filename = mods->locate(name);
if (!parser.open(filename, "Error loading animation definition: " + name))
return;
string _name = "";
int position = 0;
int frames = 0;
int duration = 0;
Point render_size;
Point render_offset;
string type = "";
string starting_animation = "";
bool first_section=true;
bool compressed_loading=false; // is reset every section to false, set by frame keyword
Animation *newanim = NULL;
vector<short> active_frames;
// Parse the file and on each new section create an animation object from the data parsed previously
parser.next();
do {
// create the animation if finished parsing a section
if (parser.new_section) {
if (!first_section && !compressed_loading) {
Animation *a = new Animation(_name, type, sprite);
a->setupUncompressed(render_size, render_offset, position, frames, duration);
if (!active_frames.empty())
a->setActiveFrames(active_frames);
active_frames.clear();
animations.push_back(a);
}
first_section = false;
compressed_loading = false;
}
if (parser.key == "image") {
if (sprite) {
printf("multiple images specified in %s, dragons be here!\n", name.c_str());
SDL_Quit();
exit(128);
}
imagefile = parser.val;
imag->increaseCount(imagefile);
sprite = imag->getSurface(imagefile);
}
else if (parser.key == "position") {
position = toInt(parser.val);
}
else if (parser.key == "frames") {
frames = toInt(parser.val);
}
else if (parser.key == "duration") {
duration = toInt(parser.val);
// TEMP: if an animation is too fast, display one frame per fps anyway
if (duration < 1) duration=1;
}
else if (parser.key == "type")
type = parser.val;
else if (parser.key == "render_size") {
render_size.x = toInt(parser.nextValue());
render_size.y = toInt(parser.nextValue());
}
else if (parser.key == "render_offset") {
render_offset.x = toInt(parser.nextValue());
render_offset.y = toInt(parser.nextValue());
}
else if (parser.key == "active_frame") {
active_frames.clear();
string nv = parser.nextValue();
if (nv == "all") {
active_frames.push_back(-1);
}
else {
while (nv != "") {
active_frames.push_back(toInt(nv));
nv = parser.nextValue();
}
sort(active_frames.begin(), active_frames.end());
active_frames.erase(unique(active_frames.begin(), active_frames.end()), active_frames.end());
}
}
else if (parser.key == "frame") {
if (compressed_loading == false) { // first frame statement in section
newanim = new Animation(_name, type, sprite);
newanim->setup(frames, duration);
if (!active_frames.empty())
newanim->setActiveFrames(active_frames);
active_frames.clear();
animations.push_back(newanim);
compressed_loading = true;
}
// frame = index, direction, x, y, w, h, offsetx, offsety
SDL_Rect r;
Point offset;
const int index = toInt(parser.nextValue());
const int direction = toInt(parser.nextValue());
r.x = toInt(parser.nextValue());
r.y = toInt(parser.nextValue());
r.w = toInt(parser.nextValue());
r.h = toInt(parser.nextValue());
offset.x = toInt(parser.nextValue());
offset.y = toInt(parser.nextValue());
newanim->addFrame(index, direction, r, offset);
}
else {
fprintf(stderr, "animations definitions (%s): Key %s not supported!\n", filename.c_str(), parser.key.c_str());
}
if (_name == "") {
// This is the first animation
starting_animation = parser.section;
}
_name = parser.section;
}
while (parser.next());
if (!compressed_loading) {
// add final animation
Animation *a = new Animation(_name, type, sprite);
a->setupUncompressed(render_size, render_offset, position, frames, duration);
if (!active_frames.empty())
a->setActiveFrames(active_frames);
active_frames.clear();
animations.push_back(a);
}
if (starting_animation != "") {
Animation *a = getAnimation(starting_animation);
delete defaultAnimation;
defaultAnimation = a;
}
}
AnimationSet::~AnimationSet() {
if (imagefile != "") imag->decreaseCount(imagefile);
for (unsigned i = 0; i < animations.size(); ++i)
delete animations[i];
delete defaultAnimation;
}