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2f5d6f2684
* CHexFieldControl renamed to CClickableHex * CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h * Removed unused project files * Added VCMI_client filters file for VS 2010 * Gathered common parts of StdInc.h in Global.h * Boost.Spirit has been included in PCH for ERM project * StopWatch renamed to CStopWatch * GuiBase.cpp split up in UIFramework/...
118 lines
5.5 KiB
C++
118 lines
5.5 KiB
C++
#pragma once
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#include "FontBase.h"
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#include "../lib/GameConstants.h"
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#include "UIFramework/SPoint.h"
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#include "UIFramework/SRect.h"
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/*
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* Graphics.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CDefEssential;
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struct SDL_Surface;
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class CGHeroInstance;
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class CGTownInstance;
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class CDefHandler;
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class CHeroClass;
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struct SDL_Color;
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struct InfoAboutHero;
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struct InfoAboutTown;
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class CGObjectInstance;
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class CGDefInfo;
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typedef struct _TTF_Font TTF_Font; //from SDL_ttf.h
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/// Handles fonts, hero images, town images, various graphics
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class Graphics
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{
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public:
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//Fonts
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static const int FONTS_NUMBER = 9;
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Font *fonts[FONTS_NUMBER];
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TTF_Font * fontsTrueType[FONTS_NUMBER];//true type fonts, if some of the fonts not loaded - NULL
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//various graphics
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SDL_Color * playerColors; //array [8]
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SDL_Color * neutralColor;
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SDL_Color * playerColorPalette; //palette to make interface colors good - array of size [256]
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SDL_Color * neutralColorPalette;
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SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
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SDL_Surface *heroInGarrison; //icon for town infobox
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std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
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CDefEssential *luck22, *luck30, *luck42, *luck82,
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*morale22, *morale30, *morale42, *morale82,
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*halls, *forts, *bigTownPic;
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CDefEssential * artDefs; //artifacts
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std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
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std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
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std::vector<CDefEssential *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
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CDefEssential * pskillsb, *resources; //82x93
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CDefEssential * pskillsm; //42x42 primary skills
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CDefEssential * pskillst; //32x32
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CDefEssential * un32; //many small things
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CDefEssential * un44; //many things
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CDefEssential * smallIcons, *resources32; //resources 32x32
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CDefEssential * flags;
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CDefEssential * heroMoveArrows;
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std::vector<CDefEssential *> 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
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std::vector<CDefEssential *> 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
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std::map<std::string, CDefEssential*> mapObjectDefs; //pointers to loaded defs (key is filename, uppercase)
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CDefHandler * FoWfullHide; //for Fog of War
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CDefHandler * FoWpartialHide; //for For of War
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std::map<int, std::map<int, std::map<std::string, CDefEssential *> > > advmapobjGraphics;
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CDefEssential * getDef(const CGObjectInstance * obj);
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CDefEssential * getDef(const CGDefInfo * info);
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//creatures
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std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
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std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
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std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
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std::map<int,SDL_Surface*> backgroundsm; //castle ID -> 100x120 background creature image // -1 is for neutral
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//towns
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std::vector< std::string > buildingPics;//filenames of def with building images (used rarely, too big to keep them loaded)
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std::vector< std::string > townBgs;//backgrounds of town
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std::vector< std::string > guildBgs;// name of bitmaps with imgs for mage guild screen
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std::map<int, std::string> ERMUtoPicture[GameConstants::F_NUMBER]; //maps building ID to it's picture's name for each town type
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//for battles
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std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
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std::vector< std::string > battleHeroes; //battleHeroes[hero type] - name of def that has hero animation for battle
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std::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
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CDefEssential * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
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std::vector< SPoint > wallPositions[GameConstants::F_NUMBER]; //positions of different pieces of wall <x, y>
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//abilities
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CDefEssential * abils32, * abils44, * abils82;
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//spells
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CDefEssential *spellscr; //spell on the scroll 83x61
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//functions
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Graphics();
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void initializeBattleGraphics();
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void loadPaletteAndColors();
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void loadHeroFlags();
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void loadHeroFlags(std::pair<std::vector<CDefEssential *> Graphics::*, std::vector<const char *> > &pr, bool mode);
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void loadHeroAnims();
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void loadHeroAnim(const std::string &name, const std::vector<std::pair<int,int> > &rotations, std::vector<CDefEssential *> Graphics::*dst);
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void loadHeroPortraits();
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void loadWallPositions();
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void loadErmuToPicture();
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SDL_Surface * drawHeroInfoWin(const InfoAboutHero &curh);
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SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
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SDL_Surface * drawTownInfoWin(const InfoAboutTown & curh);
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SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
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SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //returns small picture of town: ID=-1 - blank; -2 - border; -3 - random
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void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player
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void loadTrueType();
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void loadFonts();
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Font *loadFont(const char * name);
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};
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extern Graphics * graphics;
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