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47de9a62dc
manipulators owned by UI elements
68 lines
1.6 KiB
C++
68 lines
1.6 KiB
C++
/*
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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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#pragma once
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#include "../lib/GameConstants.h"
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#include "../lib/Color.h"
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#include "../lib/filesystem/ResourcePath.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance;
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class CGTownInstance;
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class CHeroClass;
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struct InfoAboutHero;
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struct InfoAboutTown;
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class CGObjectInstance;
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class ObjectTemplate;
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class EntityService;
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class JsonNode;
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VCMI_LIB_NAMESPACE_END
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struct SDL_Palette;
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class IFont;
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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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void initializeBattleGraphics();
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void loadPaletteAndColors();
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void loadErmuToPicture();
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void loadFonts();
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public:
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//Fonts
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static const int FONTS_NUMBER = 9;
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std::array< std::shared_ptr<IFont>, FONTS_NUMBER> fonts;
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using PlayerPalette = std::array<ColorRGBA, 32>;
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//various graphics
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std::array<ColorRGBA, 8> playerColors;
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std::array<PlayerPalette, 8> playerColorPalette; //palette to make interface colors good - array of size [256]
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PlayerPalette neutralColorPalette;
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ColorRGBA neutralColor;
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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::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
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//functions
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Graphics();
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void setPlayerPalette(SDL_Palette * sur, PlayerColor player);
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void setPlayerFlagColor(SDL_Palette * sur, PlayerColor player);
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};
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extern Graphics * graphics;
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