#pragma once #include "gui/Fonts.h" #include "../lib/GameConstants.h" #include "gui/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 * */ struct SDL_Surface; class CGHeroInstance; class CGTownInstance; class CHeroClass; struct SDL_Color; struct InfoAboutHero; struct InfoAboutTown; class CGObjectInstance; class ObjectTemplate; class CAnimation; 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 { void addImageListEntry(size_t index, std::string listName, std::string imageName); void initializeBattleGraphics(); void loadPaletteAndColors(); void loadHeroAnimations(); //loads animation and adds required rotated frames std::shared_ptr loadHeroAnimation(const std::string &name); void loadHeroFlagAnimations(); //loads animation and adds required rotated frames std::shared_ptr loadHeroFlagAnimation(const std::string &name); void loadErmuToPicture(); void loadFogOfWar(); void loadFonts(); void initializeImageLists(); public: //Fonts static const int FONTS_NUMBER = 9; std::array< std::shared_ptr, FONTS_NUMBER> fonts; //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::shared_ptr heroMoveArrows; // [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 > heroAnimations; std::vector< std::shared_ptr > 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, 3> boatAnimations; std::array< std::vector >, 3> boatFlagAnimations; //all other objects (not hero or boat) std::map< std::string, std::shared_ptr > mapObjectAnimations; std::shared_ptr fogOfWarFullHide; std::shared_ptr fogOfWarPartialHide; std::map imageLists; //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 //functions Graphics(); void load(); void blueToPlayersAdv(SDL_Surface * sur, PlayerColor player); //replaces blue interface colour with a color of player std::shared_ptr getAnimation(const CGObjectInstance * obj); std::shared_ptr getAnimation(const ObjectTemplate & info); }; extern Graphics * graphics;