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vcmi/client/Graphics.h

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#pragma once
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#include "FontBase.h"
#include "GUIBase.h"
#include "../lib/GameConstants.h"
/*
* 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
*
*/
class CDefEssential;
struct SDL_Surface;
class CGHeroInstance;
class CGTownInstance;
class CDefHandler;
class CHeroClass;
struct SDL_Color;
struct InfoAboutHero;
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struct InfoAboutTown;
class CGObjectInstance;
class CGDefInfo;
typedef struct _TTF_Font TTF_Font; //from SDL_ttf.h
/// Handles fonts, hero images, town images, various graphics
class Graphics
{
public:
//Fonts
static const int FONTS_NUMBER = 9;
Font *fonts[FONTS_NUMBER];
TTF_Font * fontsTrueType[FONTS_NUMBER];//true type fonts, if some of the fonts not loaded - NULL
//various graphics
SDL_Color * playerColors; //array [8]
SDL_Color * neutralColor;
SDL_Color * playerColorPalette; //palette to make interface colors good - array of size [256]
SDL_Color * neutralColorPalette;
SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
SDL_Surface *heroInGarrison; //icon for town infobox
std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
CDefEssential *luck22, *luck30, *luck42, *luck82,
*morale22, *morale30, *morale42, *morale82,
*halls, *forts, *bigTownPic;
CDefEssential * artDefs; //artifacts
std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
std::vector<CDefEssential *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
CDefEssential * pskillsb, *resources; //82x93
CDefEssential * pskillsm; //42x42 primary skills
CDefEssential * pskillst; //32x32
CDefEssential * un32; //many small things
CDefEssential * un44; //many things
CDefEssential * smallIcons, *resources32; //resources 32x32
CDefEssential * flags;
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CDefEssential * heroMoveArrows;
std::vector<CDefEssential *> heroAnims; // [class id: 0 - 17] //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing
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
std::map<std::string, CDefEssential*> mapObjectDefs; //pointers to loaded defs (key is filename, uppercase)
CDefHandler * FoWfullHide; //for Fog of War
CDefHandler * FoWpartialHide; //for For of War
std::map<int, std::map<int, std::map<std::string, CDefEssential *> > > advmapobjGraphics;
CDefEssential * getDef(const CGObjectInstance * obj);
CDefEssential * getDef(const CGDefInfo * info);
//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
std::map<int,SDL_Surface*> backgroundsm; //castle ID -> 100x120 background creature image // -1 is for neutral
//towns
std::vector< std::string > buildingPics;//filenames of def with building images (used rarely, too big to keep them loaded)
std::vector< std::string > townBgs;//backgrounds of town
std::vector< std::string > guildBgs;// name of bitmaps with imgs for mage guild screen
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::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
std::vector< std::string > battleHeroes; //battleHeroes[hero type] - name of def that has hero animation for battle
std::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
CDefEssential * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
std::vector< Point > wallPositions[GameConstants::F_NUMBER]; //positions of different pieces of wall <x, y>
//abilities
CDefEssential * abils32, * abils44, * abils82;
//spells
CDefEssential *spellscr; //spell on the scroll 83x61
//functions
Graphics();
void initializeBattleGraphics();
void loadPaletteAndColors();
void loadHeroFlags();
void loadHeroFlags(std::pair<std::vector<CDefEssential *> Graphics::*, std::vector<const char *> > &pr, bool mode);
void loadHeroAnims();
void loadHeroAnim(const std::string &name, const std::vector<std::pair<int,int> > &rotations, std::vector<CDefEssential *> Graphics::*dst);
void loadHeroPortraits();
void loadWallPositions();
void loadErmuToPicture();
SDL_Surface * drawHeroInfoWin(const InfoAboutHero &curh);
SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
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SDL_Surface * drawTownInfoWin(const InfoAboutTown & curh);
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
void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player
void loadTrueType();
void loadFonts();
Font *loadFont(const char * name);
};
extern Graphics * graphics;