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https://github.com/vcmi/vcmi.git
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da6cb0ae12
- removed some duplicated code in creature loading
82 lines
3.0 KiB
C++
82 lines
3.0 KiB
C++
#pragma once
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#include "UIFramework/Fonts.h"
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#include "../lib/GameConstants.h"
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#include "UIFramework/Geometries.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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enum EFonts
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{
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FONT_BIG, FONT_CALLI, FONT_CREDITS, FONT_HIGH_SCORE, FONT_MEDIUM, FONT_SMALL, FONT_TIMES, FONT_TINY, FONT_VERD
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};
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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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IFont * fonts[FONTS_NUMBER];
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\
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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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std::vector<CDefEssential *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
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CDefEssential * resources32; //resources 32x32
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CDefEssential * heroMoveArrows;
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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
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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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CDefHandler * FoWfullHide; //for Fog of War
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CDefHandler * FoWpartialHide; //for For of War
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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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//towns
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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::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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//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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CDefEssential * loadHeroAnim(const std::string &name, const std::vector<std::pair<int,int> > &rotations);
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void loadErmuToPicture();
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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 loadFonts();
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};
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extern Graphics * graphics;
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