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vcmi/client/Graphics.h
2009-08-18 01:57:39 +00:00

116 lines
4.6 KiB
C++

#ifndef __GRAPHICS_H__
#define __GRAPHICS_H__
#include "../global.h"
#include "FontBase.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;
struct Font
{
struct Char
{
si32 unknown1, width, unknown2, offset;
unsigned char *pixels;
};
Char chars[256];
ui8 height;
unsigned char *data;
Font(unsigned char *Data);
~Font();
int getWidth(const char *text) const;
};
class Graphics
{
public:
//Fonts
static const int FONTS_NUMBER = 9;
Font *fonts[FONTS_NUMBER];
//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;
std::map<int,SDL_Surface*> heroWins; //hero_ID => infobox
std::map<int,SDL_Surface*> townWins; //town_ID => infobox
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
CDefEssential * un44; //many things
CDefEssential * smallIcons, *resources32; //resources 32x32
CDefEssential * flags;
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
//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
//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<std::string> guildBgs;// name of bitmaps with imgs for mage guild screen
//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();
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 loadFonts();
Font *loadFont(const char * name);
};
extern Graphics * graphics;
#endif // __GRAPHICS_H__