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- #ifndef GRAPHICS_H
- #define GRAPHICS_H
- #ifdef _MSC_VER
- #pragma once
- #endif
- #include "../global.h"
- class CDefEssential;
- struct SDL_Surface;
- class CGHeroInstance;
- class CGTownInstance;
- class CDefHandler;
- class CHeroClass;
- struct SDL_Color;
- class Graphics
- {
- public:
- //various graphics
- SDL_Color * playerColors; //array [8]
- SDL_Color * neutralColor;
- SDL_Color * playerColorPalette; //palette to make interface colors good - array of size [256]
- SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
- SDL_Surface *heroInGarrison; //icon for town infobox
- std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
- CDefEssential *luck22, *luck30, *luck42, *luck82,
- *morale22, *morale30, *morale42, *morale82,
- *halls, *forts, *bigTownPic;
- std::map<int,SDL_Surface*> heroWins; //hero_ID => infobox
- std::map<int,SDL_Surface*> townWins; //town_ID => infobox
- CDefHandler * artDefs; //artifacts
- std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
- std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
- std::vector<CDefHandler *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
- CDefHandler * pskillsb, *resources; //82x93
- CDefHandler * pskillsm; //42x42
- CDefHandler * un44; //many things
- CDefHandler * smallIcons, *resources32; //resources 32x32
- CDefHandler * flags;
- //creatures
- std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
- std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
- std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
- std::map<int,SDL_Surface*> backgroundsm; //castle ID -> 100x120 background creature image // -1 is for neutral
- //for battles
- std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
- std::vector< std::string > battleHeroes; //battleHeroes[hero type] - name of def that has hero animation for battle
- std::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
- CDefHandler * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
- std::vector<std::string> guildBgs;// name of bitmaps with imgs for mage guild screen
- //functions
- Graphics();
- void initializeBattleGraphics();
- void loadPaletteAndColors();
- void loadHeroFlags();
- void loadHeroFlags(std::pair<std::vector<CDefHandler *> Graphics::*, std::vector<const char *> > &pr, bool mode);
- void loadHeroAnim(std::vector<CDefHandler **> & anims);
- void loadHeroPortraits();
- SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
- SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
- SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
- SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //returns small picture of town: ID=-1 - blank; -2 - border; -3 - random
- void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player
- };
- extern Graphics * graphics;
- #endif //GRAPHICS_H
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