#pragma once #include "../global.h" class CDefEssential; struct SDL_Surface; class CGHeroInstance; class CGTownInstance; class CDefHandler; class CHeroClass; class Graphics { public: //various graphics SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs std::vector > slotsPos; //creature slot positions in infoboxes CDefEssential *luck22, *luck30, *luck42, *luck82, *morale22, *morale30, *morale42, *morale82, *halls, *forts, *bigTownPic; std::map heroWins; //hero_ID => infobox std::map townWins; //town_ID => infobox CDefHandler * 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 , CDefHandler * pskillsb, *resources; //82x93 CDefHandler * un44; //many things CDefHandler * smallIcons, *resources32; //resources 32x32 //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 //functions Graphics(); void loadHeroFlags(); void loadHeroFlags(std::pair Graphics::*, std::vector > &pr, bool mode); void loadHeroAnim(std::vector & anims); SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh); SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS); 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 }; extern Graphics * graphics;