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							- #ifndef __GRAPHICS_H__
 
- #define __GRAPHICS_H__
 
- #include "../global.h"
 
- #include "FontBase.h"
 
- #include "GUIBase.h"
 
- /*
 
-  * 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
 
-  *
 
-  */
 
- class CDefEssential;
 
- struct SDL_Surface;
 
- class CGHeroInstance;
 
- class CGTownInstance;
 
- class CDefHandler;
 
- class CHeroClass;
 
- struct SDL_Color;
 
- struct InfoAboutHero;
 
- struct InfoAboutTown;
 
- class CGObjectInstance;
 
- class CGDefInfo;
 
- typedef struct _TTF_Font TTF_Font; //from SDL_ttf.h
 
- /// Handles fonts, hero images, town images, various graphics
 
- class Graphics
 
- {
 
- public:
 
- 	//Fonts
 
- 	static const int FONTS_NUMBER = 9;
 
- 	Font *fonts[FONTS_NUMBER];
 
- 	TTF_Font * fontsTrueType[FONTS_NUMBER];//true type fonts, if some of the fonts not loaded - NULL
 
- 	//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; 
 
- 	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;
 
- 	CDefEssential * artDefs; //artifacts
 
- 	std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
 
- 	std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
 
- 	std::vector<CDefEssential *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
 
- 	CDefEssential * pskillsb, *resources; //82x93
 
- 	CDefEssential * pskillsm; //42x42  primary skills
 
- 	CDefEssential * pskillst; //32x32
 
- 	CDefEssential * un32; //many small things
 
- 	CDefEssential * un44; //many things
 
- 	CDefEssential * smallIcons, *resources32; //resources 32x32
 
- 	CDefEssential * flags;
 
- 	CDefEssential * heroMoveArrows;
 
- 	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
 
- 	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
 
- 	std::map<std::string, CDefEssential*> mapObjectDefs; //pointers to loaded defs (key is filename, uppercase)
 
- 	CDefHandler * FoWfullHide; //for Fog of War
 
- 	CDefHandler * FoWpartialHide; //for For of War
 
- 	std::map<int, std::map<int, CDefEssential *> > advmapobjGraphics;
 
- 	CDefEssential * getDef(const CGObjectInstance * obj);
 
- 	CDefEssential * getDef(const CGDefInfo * info);
 
- 	//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
 
- 	//towns
 
- 	std::vector< std::string > buildingPics;//filenames of def with building images (used rarely, too big to keep them loaded)
 
- 	std::vector< std::string > townBgs;//backgrounds of town
 
- 	std::vector< std::string > guildBgs;// name of bitmaps with imgs for mage guild screen
 
- 	std::map<int, std::string> ERMUtoPicture[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::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
 
- 	CDefEssential * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
 
- 	std::vector< Point > wallPositions[F_NUMBER]; //positions of different pieces of wall <x, y>
 
- 	//abilities
 
- 	CDefEssential * abils32, * abils44, * abils82;
 
- 	//spells
 
- 	CDefEssential *spellscr; //spell on the scroll 83x61
 
- 	//functions
 
- 	Graphics();	
 
- 	void initializeBattleGraphics();
 
- 	void loadPaletteAndColors();
 
- 	void loadHeroFlags();
 
- 	void loadHeroFlags(std::pair<std::vector<CDefEssential *> Graphics::*, std::vector<const char *> > &pr, bool mode);
 
- 	void loadHeroAnims();
 
- 	void loadHeroAnim(const std::string &name, const std::vector<std::pair<int,int> > &rotations, std::vector<CDefEssential *> Graphics::*dst);
 
- 	void loadHeroPortraits();
 
- 	void loadWallPositions();
 
- 	void loadErmuToPicture();
 
- 	SDL_Surface * drawHeroInfoWin(const InfoAboutHero &curh);
 
- 	SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
 
- 	SDL_Surface * drawTownInfoWin(const InfoAboutTown & curh);
 
- 	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
 
- 	void loadTrueType();
 
- 	void loadFonts();
 
- 	Font *loadFont(const char * name);
 
- };
 
- extern Graphics * graphics;
 
- #endif // __GRAPHICS_H__
 
 
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