#pragma once #include "UIFramework/Fonts.h" #include "../lib/GameConstants.h" #include "UIFramework/Geometries.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; struct InfoAboutTown; class CGObjectInstance; class CGDefInfo; enum EFonts { FONT_BIG, FONT_CALLI, FONT_CREDITS, FONT_HIGH_SCORE, FONT_MEDIUM, FONT_SMALL, FONT_TIMES, FONT_TINY, FONT_VERD }; /// Handles fonts, hero images, town images, various graphics class Graphics { public: //Fonts static const int FONTS_NUMBER = 9; IFont * fonts[FONTS_NUMBER]; \ //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; std::vector flags1, flags2, flags3, flags4; //flags blitted on heroes when , CDefEssential * resources32; //resources 32x32 CDefEssential * heroMoveArrows; std::map 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 std::vector 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 CDefHandler * FoWfullHide; //for Fog of War CDefHandler * FoWpartialHide; //for For of War std::map advmapobjGraphics; CDefEssential * getDef(const CGObjectInstance * obj); CDefEssential * getDef(const CGDefInfo * info); //towns std::map 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::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 //spells CDefEssential *spellscr; //spell on the scroll 83x61 //functions Graphics(); void initializeBattleGraphics(); void loadPaletteAndColors(); void loadHeroFlags(); void loadHeroFlags(std::pair Graphics::*, std::vector > &pr, bool mode); void loadHeroAnims(); CDefEssential * loadHeroAnim(const std::string &name, const std::vector > &rotations); void loadErmuToPicture(); void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player void loadFonts(); }; extern Graphics * graphics;