mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
119 lines
5.5 KiB
C++
119 lines
5.5 KiB
C++
#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
|
|
|
|
/// Handles fonts, hero images, town images, various graphics
|
|
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<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
|
|
CDefEssential *luck22, *luck30, *luck42, *luck82,
|
|
*morale22, *morale30, *morale42, *morale82,
|
|
*halls, *forts, *bigTownPic;
|
|
CDefEssential * artDefs; //artifacts
|
|
std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
|
|
std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
|
|
std::vector<CDefEssential *> 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;
|
|
CDefEssential * heroMoveArrows;
|
|
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
|
|
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
|
|
std::map<std::string, CDefEssential*> mapObjectDefs; //pointers to loaded defs (key is filename, uppercase)
|
|
CDefHandler * FoWfullHide; //for Fog of War
|
|
CDefHandler * FoWpartialHide; //for For of War
|
|
|
|
std::map<int, std::map<int, CDefEssential *> > advmapobjGraphics;
|
|
CDefEssential * getDef(const CGObjectInstance * obj);
|
|
CDefEssential * getDef(const CGDefInfo * info);
|
|
//creatures
|
|
std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
|
|
std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
|
|
std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
|
|
std::map<int,SDL_Surface*> 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<int, std::string> 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 <x, y>
|
|
//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<std::vector<CDefEssential *> Graphics::*, std::vector<const char *> > &pr, bool mode);
|
|
void loadHeroAnims();
|
|
void loadHeroAnim(const std::string &name, const std::vector<std::pair<int,int> > &rotations, std::vector<CDefEssential *> 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__
|