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# pragma once
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# include "gui/Fonts.h"
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# include "../lib/GameConstants.h"
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# include "gui/Geometries.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
*
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*/
class CDefEssential ;
struct SDL_Surface ;
class CGHeroInstance ;
class CGTownInstance ;
class CDefHandler ;
class CHeroClass ;
struct SDL_Color ;
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struct InfoAboutHero ;
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struct InfoAboutTown ;
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class CGObjectInstance ;
class CGDefInfo ;
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enum EFonts
{
FONT_BIG , FONT_CALLI , FONT_CREDITS , FONT_HIGH_SCORE , FONT_MEDIUM , FONT_SMALL , FONT_TIMES , FONT_TINY , FONT_VERD
} ;
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/// Handles fonts, hero images, town images, various graphics
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class Graphics
{
public :
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//Fonts
static const int FONTS_NUMBER = 9 ;
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IFont * fonts [ FONTS_NUMBER ] ;
\
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//various graphics
SDL_Color * playerColors ; //array [8]
SDL_Color * neutralColor ;
SDL_Color * playerColorPalette ; //palette to make interface colors good - array of size [256]
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SDL_Color * neutralColorPalette ;
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std : : vector < CDefEssential * > flags1 , flags2 , flags3 , flags4 ; //flags blitted on heroes when ,
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CDefEssential * resources32 ; //resources 32x32
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CDefEssential * heroMoveArrows ;
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std : : map < std : : string , CDefEssential * > heroAnims ; // [hero class def name] //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing
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std : : vector < CDefEssential * > boatAnims ; // [boat type: 0 - 3] //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing
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CDefHandler * FoWfullHide ; //for Fog of War
CDefHandler * FoWpartialHide ; //for For of War
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std : : map < std : : string , CDefEssential * > advmapobjGraphics ;
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CDefEssential * getDef ( const CGObjectInstance * obj ) ;
CDefEssential * getDef ( const CGDefInfo * info ) ;
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//towns
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std : : map < int , std : : string > ERMUtoPicture [ GameConstants : : F_NUMBER ] ; //maps building ID to it's picture's name for each town type
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//for battles
std : : vector < std : : vector < std : : string > > battleBacks ; //battleBacks[terType] - vector of possible names for certain terrain type
std : : map < int , std : : vector < std : : string > > battleACToDef ; //maps AC format to vector of appropriate def names
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CDefEssential * spellEffectsPics ; //bitmaps representing spells affecting a stack in battle
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//spells
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CDefEssential * spellscr ; //spell on the scroll 83x61
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//functions
Graphics ( ) ;
void initializeBattleGraphics ( ) ;
void loadPaletteAndColors ( ) ;
void loadHeroFlags ( ) ;
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void loadHeroFlags ( std : : pair < std : : vector < CDefEssential * > Graphics : : * , std : : vector < const char * > > & pr , bool mode ) ;
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void loadHeroAnims ( ) ;
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CDefEssential * loadHeroAnim ( const std : : string & name , const std : : vector < std : : pair < int , int > > & rotations ) ;
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void loadErmuToPicture ( ) ;
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void blueToPlayersAdv ( SDL_Surface * sur , PlayerColor player ) ; //replaces blue interface colour with a color of player
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void loadFonts ( ) ;
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} ;
extern Graphics * graphics ;