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ba9b58d3a4
* reading BALLIST.TXT * minor changes
71 lines
3.4 KiB
C++
71 lines
3.4 KiB
C++
#ifndef __GRAPHICS_H__
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#define __GRAPHICS_H__
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#include "../global.h"
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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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class Graphics
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{
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public:
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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_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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std::map<int,SDL_Surface*> heroWins; //hero_ID => infobox
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std::map<int,SDL_Surface*> townWins; //town_ID => infobox
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CDefHandler * 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<CDefHandler *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
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CDefHandler * pskillsb, *resources; //82x93
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CDefHandler * pskillsm; //42x42
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CDefHandler * un44; //many things
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CDefHandler * smallIcons, *resources32; //resources 32x32
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CDefHandler * flags;
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std::vector<CDefHandler *> 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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//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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//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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CDefHandler * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
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std::vector<std::string> guildBgs;// name of bitmaps with imgs for mage guild screen
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//abilities
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CDefHandler * abils32, * abils44, * abils82;
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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<CDefHandler *> Graphics::*, std::vector<const char *> > &pr, bool mode);
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void loadHeroAnim();
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void loadHeroPortraits();
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SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
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SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
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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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};
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extern Graphics * graphics;
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#endif // __GRAPHICS_H__
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