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vcmi/client/Graphics.h
Ivan Savenko da6cb0ae12 - trade windows work with new creatures\artifacts
- removed some duplicated code in creature loading
2012-12-23 10:23:41 +00:00

82 lines
3.0 KiB
C++

#pragma once
#include "UIFramework/Fonts.h"
#include "../lib/GameConstants.h"
#include "UIFramework/Geometries.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;
enum EFonts
{
FONT_BIG, FONT_CALLI, FONT_CREDITS, FONT_HIGH_SCORE, FONT_MEDIUM, FONT_SMALL, FONT_TIMES, FONT_TINY, FONT_VERD
};
/// Handles fonts, hero images, town images, various graphics
class Graphics
{
public:
//Fonts
static const int FONTS_NUMBER = 9;
IFont * 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;
std::vector<CDefEssential *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
CDefEssential * resources32; //resources 32x32
CDefEssential * heroMoveArrows;
std::map<std::string, CDefEssential *> heroAnims; // [hero class def name] //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
CDefHandler * FoWfullHide; //for Fog of War
CDefHandler * FoWpartialHide; //for For of War
std::map<std::string, CDefEssential *> advmapobjGraphics;
CDefEssential * getDef(const CGObjectInstance * obj);
CDefEssential * getDef(const CGDefInfo * info);
//towns
std::map<int, std::string> ERMUtoPicture[GameConstants::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::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
//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();
CDefEssential * loadHeroAnim(const std::string &name, const std::vector<std::pair<int,int> > &rotations);
void loadErmuToPicture();
void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player
void loadFonts();
};
extern Graphics * graphics;