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vcmi/client/render/Graphics.h

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/*
* Graphics.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../lib/GameConstants.h"
#include "../lib/Color.h"
#include "../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGTownInstance;
class CHeroClass;
struct InfoAboutHero;
struct InfoAboutTown;
class CGObjectInstance;
class ObjectTemplate;
class EntityService;
class JsonNode;
VCMI_LIB_NAMESPACE_END
struct SDL_Palette;
class IFont;
/// Handles fonts, hero images, town images, various graphics
class Graphics
{
void initializeBattleGraphics();
void loadPaletteAndColors();
void loadErmuToPicture();
void loadFonts();
public:
//Fonts
static const int FONTS_NUMBER = 9;
std::array< std::shared_ptr<IFont>, FONTS_NUMBER> fonts;
using PlayerPalette = std::array<ColorRGBA, 32>;
//various graphics
std::array<ColorRGBA, 8> playerColors;
std::array<PlayerPalette, 8> playerColorPalette; //palette to make interface colors good - array of size [256]
PlayerPalette neutralColorPalette;
ColorRGBA neutralColor;
//towns
std::map<int, std::string> ERMUtoPicture[GameConstants::F_NUMBER]; //maps building ID to it's picture's name for each town type
//for battles
std::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
//functions
Graphics();
void setPlayerPalette(SDL_Palette * sur, PlayerColor player);
void setPlayerFlagColor(SDL_Palette * sur, PlayerColor player);
};
extern Graphics * graphics;