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vcmi/client/Graphics.h

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#pragma once
#include "../global.h"
class CDefEssential;
struct SDL_Surface;
class CGHeroInstance;
class CGTownInstance;
class CDefHandler;
class Graphics
{
public:
//various graphics
SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
CDefEssential *luck22, *luck30, *luck42, *luck82,
*morale22, *morale30, *morale42, *morale82,
*halls, *forts, *bigTownPic;
std::map<int,SDL_Surface*> heroWins; //hero_ID => infobox
std::map<int,SDL_Surface*> townWins; //town_ID => infobox
CDefHandler * artDefs; //artifacts
std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
std::vector<CDefHandler *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
CDefHandler * pskillsb, *resources; //82x93
CDefHandler * un44; //many things
CDefHandler * smallIcons, *resources32; //resources 32x32
//creatures
std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
//functions
Graphics();
void loadHeroFlags();
SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //returns small picture of town: ID=-1 - blank; -2 - border; -3 - random
};
extern Graphics * graphics;