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ecaa9f5d0b
* 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.
106 lines
3.4 KiB
C++
106 lines
3.4 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 "gui/Fonts.h"
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#include "../lib/GameConstants.h"
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#include "gui/Geometries.h"
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struct SDL_Surface;
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class CGHeroInstance;
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class CGTownInstance;
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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 ObjectTemplate;
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class CAnimation;
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class EntityService;
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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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void addImageListEntry(size_t index, const std::string & listName, const std::string & imageName);
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void addImageListEntries(const EntityService * service);
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void initializeBattleGraphics();
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void loadPaletteAndColors();
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void loadHeroAnimations();
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//loads animation and adds required rotated frames
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std::shared_ptr<CAnimation> loadHeroAnimation(const std::string &name);
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void loadHeroFlagAnimations();
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//loads animation and adds required rotated frames
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std::shared_ptr<CAnimation> loadHeroFlagAnimation(const std::string &name);
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void loadErmuToPicture();
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void loadFogOfWar();
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void loadFonts();
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void initializeImageLists();
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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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//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::shared_ptr<CAnimation> heroMoveArrows;
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// [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::map< std::string, std::shared_ptr<CAnimation> > heroAnimations;
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std::vector< std::shared_ptr<CAnimation> > heroFlagAnimations;
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// [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
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std::array< std::shared_ptr<CAnimation>, 3> boatAnimations;
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std::array< std::vector<std::shared_ptr<CAnimation> >, 3> boatFlagAnimations;
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//all other objects (not hero or boat)
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std::map< std::string, std::shared_ptr<CAnimation> > mapObjectAnimations;
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std::shared_ptr<CAnimation> fogOfWarFullHide;
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std::shared_ptr<CAnimation> fogOfWarPartialHide;
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std::map<std::string, JsonNode> imageLists;
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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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//functions
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Graphics();
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~Graphics();
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void load();
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void blueToPlayersAdv(SDL_Surface * sur, PlayerColor player); //replaces blue interface colour with a color of player
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std::shared_ptr<CAnimation> getAnimation(const CGObjectInstance * obj);
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std::shared_ptr<CAnimation> getAnimation(const ObjectTemplate & info);
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};
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extern Graphics * graphics;
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