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#pragma once
#include "openvic-simulation/interface/LoadBase.hpp"
#include <openvic-simulation/types/unlabelledVec.hpp>
namespace OpenVic::GFX {
class Object : public Named<> {
protected:
Object() = default;
public:
Object(Object&&) = default;
virtual ~Object() = default;
OV_DETAIL_GET_BASE_TYPE(Object)
OV_DETAIL_GET_TYPE
static NodeTools::node_callback_t expect_objects(
NodeTools::length_callback_t length_callback, NodeTools::callback_t<std::unique_ptr<Object>&&> callback
);
};
class Actor final : public Object {
friend std::unique_ptr<Actor> std::make_unique<Actor>();
public:
class Attachment {
friend class Actor;
public:
using attach_id_t = uint32_t;
private:
std::string PROPERTY(actor_name);
std::string PROPERTY(attach_node);
attach_id_t PROPERTY(attach_id);
Attachment(std::string_view new_actor_name, std::string_view new_attach_node, attach_id_t new_attach_id);
public:
Attachment(Attachment&&) = default;
};
class Animation {
friend class Actor;
std::string PROPERTY(file);
fixed_point_t PROPERTY(scroll_time);
Animation(std::string_view new_file, fixed_point_t new_scroll_time);
public:
Animation(Animation&&) = default;
};
private:
fixed_point_t PROPERTY(scale);
std::string PROPERTY(model_file);
std::optional<Animation> PROPERTY(idle_animation);
std::optional<Animation> PROPERTY(move_animation);
std::optional<Animation> PROPERTY(attack_animation);
std::vector<Attachment> PROPERTY(attachments);
bool _set_animation(std::string_view name, std::string_view file, fixed_point_t scroll_time);
protected:
Actor();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map) override;
public:
Actor(Actor&&) = default;
virtual ~Actor() = default;
OV_DETAIL_GET_TYPE
};
/* arrows.gfx */
class ArrowType final : public Object {
friend std::unique_ptr<ArrowType> std::make_unique<ArrowType>();
private:
//Named<> already handles the name property
fixed_point_t PROPERTY(size);
std::string PROPERTY(texture_file);
std::string PROPERTY(body_texture_file);
colour_t PROPERTY(back_colour);
colour_t PROPERTY(progress_colour);
fixed_point_t PROPERTY(end_at); //how should float be repd? >> fixed_point handles it
fixed_point_t PROPERTY(height);
uint64_t PROPERTY(arrow_type);
fixed_point_t PROPERTY(heading); //also float
std::string PROPERTY(effect_file);
protected:
ArrowType();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map) override;
public:
ArrowType(ArrowType&&) = default;
virtual ~ArrowType() = default;
OV_DETAIL_GET_TYPE
};
/* battlearrow.gfx */
class BattleArrow final : public Object {
friend std::unique_ptr<BattleArrow> std::make_unique<BattleArrow>();
private:
//Named<> already handles the name property
//TODO verify the texture places
std::string PROPERTY(texture_file);
std::string PROPERTY(back_texture_file);
fixed_point_t PROPERTY(start);
fixed_point_t PROPERTY(stop);
fixed_point_t PROPERTY(x);
fixed_point_t PROPERTY(y);
std::string PROPERTY(font);
fixed_point_t PROPERTY(scale);
bool PROPERTY(no_fade);
fixed_point_t PROPERTY(texture_loop);
protected:
BattleArrow();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map) override;
public:
BattleArrow(BattleArrow&&) = default;
virtual ~BattleArrow() = default;
OV_DETAIL_GET_TYPE
};
class MapInfo final : public Object {
friend std::unique_ptr<MapInfo> std::make_unique<MapInfo>();
private:
std::string PROPERTY(texture_file);
fixed_point_t PROPERTY(scale);
protected:
MapInfo();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map) override;
public:
MapInfo(MapInfo&&) = default;
virtual ~MapInfo() = default;
OV_DETAIL_GET_TYPE
};
/* mapitems.gfx */
class Projection final : public Object {
friend std::unique_ptr<Projection> std::make_unique<Projection>();
private:
//Named<> already handles the name property
std::string PROPERTY(texture_file);
//TODO: should size, pulseSpeed, duration, fadeout be ints or fixed points? assume fixed_point_t to start
fixed_point_t PROPERTY(size);
fixed_point_t PROPERTY(spin);
bool PROPERTY(pulsating);
fixed_point_t PROPERTY(pulse_lowest);
fixed_point_t PROPERTY(pulse_speed);
bool PROPERTY(additative);
fixed_point_t PROPERTY(expanding);
std::optional<fixed_point_t> PROPERTY(duration);
std::optional<fixed_point_t> PROPERTY(fadeout);
protected:
Projection();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map) override;
public:
Projection(Projection&&) = default;
virtual ~Projection() = default;
OV_DETAIL_GET_TYPE
};
class Billboard final : public Object {
friend std::unique_ptr<Billboard> std::make_unique<Billboard>();
public:
private:
std::string PROPERTY(texture_file);
fixed_point_t PROPERTY(scale);
int64_t PROPERTY(no_of_frames);
int64_t PROPERTY(font_size); //TODO: is this fixed point?
V2Vector3 PROPERTY(offset);
std::string PROPERTY(font);
protected:
Billboard();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map) override;
public:
Billboard(Billboard&&) = default;
virtual ~Billboard() = default;
OV_DETAIL_GET_TYPE
};
class UnitStatsBillboard final : public Object {
friend std::unique_ptr<UnitStatsBillboard> std::make_unique<UnitStatsBillboard>();
private:
//Named<> already handles the name property
std::string PROPERTY(texture_file);
std::string PROPERTY(effect_file);
std::string PROPERTY(mask_file);
fixed_point_t PROPERTY(scale);
int64_t PROPERTY(no_of_frames);
int64_t PROPERTY(font_size); //TODO: is this fixed point?
std::string PROPERTY(font);
protected:
UnitStatsBillboard();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map) override;
public:
UnitStatsBillboard(UnitStatsBillboard&&) = default;
virtual ~UnitStatsBillboard() = default;
OV_DETAIL_GET_TYPE
};
class ProgressBar3d final : public Object {
friend std::unique_ptr<ProgressBar3d> std::make_unique<ProgressBar3d>();
private:
//Named<> already handles the name property
//TODO: are there any other properties which are unused
colour_t PROPERTY(back_colour);
colour_t PROPERTY(progress_colour);
ivec2_t PROPERTY(size);
std::string PROPERTY(effect_file);
protected:
ProgressBar3d();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map) override;
public:
ProgressBar3d(ProgressBar3d&&) = default;
virtual ~ProgressBar3d() = default;
OV_DETAIL_GET_TYPE
};
/* Core.gfx */
class AnimatedMapText final : public Object {
friend std::unique_ptr<AnimatedMapText> std::make_unique<AnimatedMapText>();
//TODO: This format_t enum is the same as in GFXSprite, should this all be extracted
//to another datatype file?
enum class format_t {
left, centre, right, justified
};
public:
struct TextBlock {
friend class AnimatedMapText;
//format_t taken from GUI's AlignedElement, this is overall very similar
private:
std::string PROPERTY(text);
colour_t PROPERTY(colour);
std::string PROPERTY(font);
fvec2_t PROPERTY(text_position);
fvec2_t PROPERTY(size);
//expect_fvec2(assign_variable_callback(position)),
format_t PROPERTY(format);
TextBlock();
public:
TextBlock(TextBlock&&) = default;
};
private:
fixed_point_t PROPERTY(speed);
fixed_point_t PROPERTY(scale);
V2Vector3 PROPERTY(position);
TextBlock PROPERTY(textblock);
protected:
AnimatedMapText();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map) override;
public:
AnimatedMapText(AnimatedMapText&&) = default;
virtual ~AnimatedMapText() = default;
OV_DETAIL_GET_TYPE
};
}
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