Graphics.h 5.4 KB

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  1. #ifndef __GRAPHICS_H__
  2. #define __GRAPHICS_H__
  3. #include "../global.h"
  4. #include "FontBase.h"
  5. #include "GUIBase.h"
  6. /*
  7. * Graphics.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. class CDefEssential;
  16. struct SDL_Surface;
  17. class CGHeroInstance;
  18. class CGTownInstance;
  19. class CDefHandler;
  20. class CHeroClass;
  21. struct SDL_Color;
  22. struct InfoAboutHero;
  23. struct InfoAboutTown;
  24. class CGObjectInstance;
  25. class CGDefInfo;
  26. typedef struct _TTF_Font TTF_Font; //from SDL_ttf.h
  27. class Graphics
  28. {
  29. public:
  30. //Fonts
  31. static const int FONTS_NUMBER = 9;
  32. Font *fonts[FONTS_NUMBER];
  33. TTF_Font * fontsTrueType[FONTS_NUMBER];//true type fonts, if some of the fonts not loaded - NULL
  34. //various graphics
  35. SDL_Color * playerColors; //array [8]
  36. SDL_Color * neutralColor;
  37. SDL_Color * playerColorPalette; //palette to make interface colors good - array of size [256]
  38. SDL_Color * neutralColorPalette;
  39. SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
  40. SDL_Surface *heroInGarrison; //icon for town infobox
  41. std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
  42. CDefEssential *luck22, *luck30, *luck42, *luck82,
  43. *morale22, *morale30, *morale42, *morale82,
  44. *halls, *forts, *bigTownPic;
  45. CDefEssential * artDefs; //artifacts
  46. std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
  47. std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
  48. std::vector<CDefEssential *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
  49. CDefEssential * pskillsb, *resources; //82x93
  50. CDefEssential * pskillsm; //42x42 primary skills
  51. CDefEssential * pskillst; //32x32
  52. CDefEssential * un32; //many small things
  53. CDefEssential * un44; //many things
  54. CDefEssential * smallIcons, *resources32; //resources 32x32
  55. CDefEssential * flags;
  56. std::vector<CDefEssential *> 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
  57. 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
  58. std::map<std::string, CDefEssential*> mapObjectDefs; //pointers to loaded defs (key is filename, uppercase)
  59. CDefHandler * FoWfullHide; //for Fog of War
  60. CDefHandler * FoWpartialHide; //for For of War
  61. std::map<int, std::map<int, CDefEssential *> > advmapobjGraphics;
  62. CDefEssential * getDef(const CGObjectInstance * obj);
  63. CDefEssential * getDef(const CGDefInfo * info);
  64. //creatures
  65. std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
  66. std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
  67. std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
  68. std::map<int,SDL_Surface*> backgroundsm; //castle ID -> 100x120 background creature image // -1 is for neutral
  69. //towns
  70. std::vector< std::string > buildingPics;//filenames of def with building images (used rarely, too big to keep them loaded)
  71. std::vector< std::string > townBgs;//backgrounds of town
  72. std::vector< std::string > guildBgs;// name of bitmaps with imgs for mage guild screen
  73. std::map<int, std::string> ERMUtoPicture[F_NUMBER]; //maps building ID to it's picture's name for each town type
  74. //for battles
  75. std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
  76. std::vector< std::string > battleHeroes; //battleHeroes[hero type] - name of def that has hero animation for battle
  77. std::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
  78. CDefEssential * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
  79. std::vector< Point > wallPositions[F_NUMBER]; //positions of different pieces of wall <x, y>
  80. //abilities
  81. CDefEssential * abils32, * abils44, * abils82;
  82. //spells
  83. CDefEssential *spellscr; //spell on the scroll 83x61
  84. //functions
  85. Graphics();
  86. void initializeBattleGraphics();
  87. void loadPaletteAndColors();
  88. void loadHeroFlags();
  89. void loadHeroFlags(std::pair<std::vector<CDefEssential *> Graphics::*, std::vector<const char *> > &pr, bool mode);
  90. void loadHeroAnims();
  91. void loadHeroAnim(const std::string &name, const std::vector<std::pair<int,int> > &rotations, std::vector<CDefEssential *> Graphics::*dst);
  92. void loadHeroPortraits();
  93. void loadWallPositions();
  94. void loadErmuToPicture();
  95. SDL_Surface * drawHeroInfoWin(const InfoAboutHero &curh);
  96. SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
  97. SDL_Surface * drawTownInfoWin(const InfoAboutTown & curh);
  98. SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
  99. SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //returns small picture of town: ID=-1 - blank; -2 - border; -3 - random
  100. void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player
  101. void loadTrueType();
  102. void loadFonts();
  103. Font *loadFont(const char * name);
  104. };
  105. extern Graphics * graphics;
  106. #endif // __GRAPHICS_H__