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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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*/
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# pragma once
# include "gui/Fonts.h"
# include "../lib/GameConstants.h"
# include "gui/Geometries.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance ;
class CGTownInstance ;
class CHeroClass ;
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struct InfoAboutHero ;
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struct InfoAboutTown ;
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class CGObjectInstance ;
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class ObjectTemplate ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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class EntityService ;
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VCMI_LIB_NAMESPACE_END
struct SDL_Surface ;
struct SDL_Color ;
class CAnimation ;
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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
{
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void addImageListEntry ( size_t index , size_t group , const std : : string & listName , const std : : string & imageName ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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void addImageListEntries ( const EntityService * service ) ;
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void initializeBattleGraphics ( ) ;
void loadPaletteAndColors ( ) ;
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void loadHeroAnimations ( ) ;
//loads animation and adds required rotated frames
std : : shared_ptr < CAnimation > loadHeroAnimation ( const std : : string & name ) ;
void loadHeroFlagAnimations ( ) ;
//loads animation and adds required rotated frames
std : : shared_ptr < CAnimation > loadHeroFlagAnimation ( const std : : string & name ) ;
void loadErmuToPicture ( ) ;
void loadFogOfWar ( ) ;
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void loadFonts ( ) ;
void initializeImageLists ( ) ;
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public :
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//Fonts
static const int FONTS_NUMBER = 9 ;
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std : : array < std : : shared_ptr < IFont > , FONTS_NUMBER > fonts ;
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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 : : shared_ptr < CAnimation > heroMoveArrows ;
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// [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
std : : map < std : : string , std : : shared_ptr < CAnimation > > heroAnimations ;
std : : vector < std : : shared_ptr < CAnimation > > heroFlagAnimations ;
// [boat type: 0 .. 2] //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing
std : : array < std : : shared_ptr < CAnimation > , 3 > boatAnimations ;
std : : array < std : : vector < std : : shared_ptr < CAnimation > > , 3 > boatFlagAnimations ;
//all other objects (not hero or boat)
std : : map < std : : string , std : : shared_ptr < CAnimation > > mapObjectAnimations ;
std : : shared_ptr < CAnimation > fogOfWarFullHide ;
std : : shared_ptr < CAnimation > fogOfWarPartialHide ;
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std : : map < std : : string , JsonNode > imageLists ;
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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 : : map < int , std : : vector < std : : string > > battleACToDef ; //maps AC format to vector of appropriate def names
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//functions
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Graphics ( ) ;
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~ Graphics ( ) ;
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void load ( ) ;
void blueToPlayersAdv ( SDL_Surface * sur , PlayerColor player ) ; //replaces blue interface colour with a color of player
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std : : shared_ptr < CAnimation > getAnimation ( const CGObjectInstance * obj ) ;
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std : : shared_ptr < CAnimation > getAnimation ( std : : shared_ptr < const ObjectTemplate > info ) ;
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} ;
extern Graphics * graphics ;