#ifndef __GRAPHICS_H__ #define __GRAPHICS_H__ #include "../global.h" #include "FontBase.h" #include "GUIBase.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; typedef struct _TTF_Font TTF_Font; //from SDL_ttf.h 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 > slotsPos; //creature slot positions in infoboxes CDefEssential *luck22, *luck30, *luck42, *luck82, *morale22, *morale30, *morale42, *morale82, *halls, *forts, *bigTownPic; CDefEssential * artDefs; //artifacts std::vector portraitSmall; //48x32 px portraits of heroes std::vector portraitLarge; //58x64 px portraits of heroes std::vector 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; std::vector 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 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 mapObjectDefs; //pointers to loaded defs (key is filename, uppercase) 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); //creatures std::map smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border std::map bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border std::map backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral std::map 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 ERMUtoPicture[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[F_NUMBER]; //positions of different pieces of wall //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 Graphics::*, std::vector > &pr, bool mode); void loadHeroAnims(); void loadHeroAnim(const std::string &name, const std::vector > &rotations, std::vector Graphics::*dst); void loadHeroPortraits(); void loadWallPositions(); void loadErmuToPicture(); SDL_Surface * drawHeroInfoWin(const InfoAboutHero &curh); SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh); 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; #endif // __GRAPHICS_H__