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vcmi/client/Graphics.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

106 lines
3.4 KiB
C++

/*
* 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
*
*/
#pragma once
#include "gui/Fonts.h"
#include "../lib/GameConstants.h"
#include "gui/Geometries.h"
struct SDL_Surface;
class CGHeroInstance;
class CGTownInstance;
class CHeroClass;
struct SDL_Color;
struct InfoAboutHero;
struct InfoAboutTown;
class CGObjectInstance;
class ObjectTemplate;
class CAnimation;
class EntityService;
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
{
void addImageListEntry(size_t index, const std::string & listName, const std::string & imageName);
void addImageListEntries(const EntityService * service);
void initializeBattleGraphics();
void loadPaletteAndColors();
void loadHeroAnimations();
//loads animation and adds required rotated frames
std::shared_ptr<CAnimation> loadHeroAnimation(const std::string &name);
void loadHeroFlagAnimations();
//loads animation and adds required rotated frames
std::shared_ptr<CAnimation> loadHeroFlagAnimation(const std::string &name);
void loadErmuToPicture();
void loadFogOfWar();
void loadFonts();
void initializeImageLists();
public:
//Fonts
static const int FONTS_NUMBER = 9;
std::array< std::shared_ptr<IFont>, FONTS_NUMBER> fonts;
//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::shared_ptr<CAnimation> heroMoveArrows;
// [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::map< std::string, std::shared_ptr<CAnimation> > heroAnimations;
std::vector< std::shared_ptr<CAnimation> > heroFlagAnimations;
// [boat type: 0 .. 2] //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing
std::array< std::shared_ptr<CAnimation>, 3> boatAnimations;
std::array< std::vector<std::shared_ptr<CAnimation> >, 3> boatFlagAnimations;
//all other objects (not hero or boat)
std::map< std::string, std::shared_ptr<CAnimation> > mapObjectAnimations;
std::shared_ptr<CAnimation> fogOfWarFullHide;
std::shared_ptr<CAnimation> fogOfWarPartialHide;
std::map<std::string, JsonNode> imageLists;
//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
//functions
Graphics();
~Graphics();
void load();
void blueToPlayersAdv(SDL_Surface * sur, PlayerColor player); //replaces blue interface colour with a color of player
std::shared_ptr<CAnimation> getAnimation(const CGObjectInstance * obj);
std::shared_ptr<CAnimation> getAnimation(const ObjectTemplate & info);
};
extern Graphics * graphics;