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vcmi/CDefHandler.h
Michał W. Urbańczyk 1380a7fd34 * New files - CGameInterface.h and CGameInterface.cpp - add them to your project
* Fixed several memory leaks
* Added support for player colors in CMessage (still need some work)
* Moved declarations of CPreGame buttons to CPreGame.h
* started making player interface (new button classes etc)
2007-07-28 09:44:10 +00:00

74 lines
3.4 KiB
C++

#ifndef CDEFHANDLER_H
#define CDEFHANDLER_H
#include "SDL.h"
#include "CSemiDefHandler.h"
class CDefEssential;
struct BMPHeader
{
int fullSize, _h1, _h2, _h3, _c1, _c2, _c3, _c4, x, y,
dataSize1, dataSize2; //DataSize=X*Y+2*Y
unsigned char _c5[8];
void print(std::ostream & out);
BMPHeader(){_h1=_h2=0;for(int i=0;i<8;i++)_c5[i]=0;};
};/*
struct DEFHeader
{
int type, width, height, groups;
unsigned char palette[767];
};
struct DEFGroup
{
int ID, items, unknown1, unknown2;
};*/
struct BMPPalette
{
unsigned char R,G,B,F;
};
class CDefHandler
{
private:
int totalEntries, DEFType, totalBlocks, fullWidth, fullHeight;
unsigned char fbuffer[800];
bool allowRepaint;
int length;
unsigned char * FDef;
BMPPalette palette[256];
unsigned int * RWEntries;
int * RLEntries;
struct SEntry
{
std::string name;
int offset;
int group;
} ;
std::vector<SEntry> SEntries ;
char id[2];
public:
std::string defName, curDir;
std::vector<Cimage> ourImages;
bool alphaTransformed;
~CDefHandler();
static void print (std::ostream & stream, int nr, int bytcon);
int readNormalNr (int pos, int bytCon, unsigned char * str=NULL, bool cyclic=false);
static unsigned char * CDefHandler::writeNormalNr (int nr, int bytCon);
SDL_Surface * getSprite (int SIndex); //zapisuje klastke o zadanym numerze do "testtt.bmp"
void openDef(std::string name);
void expand(unsigned char N,unsigned char & BL, unsigned char & BR);
void openFromMemory(unsigned char * table, int size, std::string name);
CDefEssential * essentialize();
};
class CDefEssential //DefHandler with images only
{
public:
std::vector<Cimage> ourImages;
};
#endif // CDEFHANDLER_H