Graphics.h 4.2 KB

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  1. #ifndef __GRAPHICS_H__
  2. #define __GRAPHICS_H__
  3. #include "../global.h"
  4. /*
  5. * Graphics.h, part of VCMI engine
  6. *
  7. * Authors: listed in file AUTHORS in main folder
  8. *
  9. * License: GNU General Public License v2.0 or later
  10. * Full text of license available in license.txt file, in main folder
  11. *
  12. */
  13. class CDefEssential;
  14. struct SDL_Surface;
  15. class CGHeroInstance;
  16. class CGTownInstance;
  17. class CDefHandler;
  18. class CHeroClass;
  19. struct SDL_Color;
  20. struct InfoAboutHero;
  21. struct InfoAboutTown;
  22. class Graphics
  23. {
  24. public:
  25. //various graphics
  26. SDL_Color * playerColors; //array [8]
  27. SDL_Color * neutralColor;
  28. SDL_Color * playerColorPalette; //palette to make interface colors good - array of size [256]
  29. SDL_Color * neutralColorPalette;
  30. SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
  31. SDL_Surface *heroInGarrison; //icon for town infobox
  32. std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
  33. CDefEssential *luck22, *luck30, *luck42, *luck82,
  34. *morale22, *morale30, *morale42, *morale82,
  35. *halls, *forts, *bigTownPic;
  36. std::map<int,SDL_Surface*> heroWins; //hero_ID => infobox
  37. std::map<int,SDL_Surface*> townWins; //town_ID => infobox
  38. CDefEssential * artDefs; //artifacts
  39. std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
  40. std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
  41. std::vector<CDefEssential *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
  42. CDefEssential * pskillsb, *resources; //82x93
  43. CDefEssential * pskillsm; //42x42
  44. CDefEssential * un44; //many things
  45. CDefEssential * smallIcons, *resources32; //resources 32x32
  46. CDefEssential * flags;
  47. 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
  48. 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
  49. //creatures
  50. std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
  51. std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
  52. std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
  53. std::map<int,SDL_Surface*> backgroundsm; //castle ID -> 100x120 background creature image // -1 is for neutral
  54. //for battles
  55. std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
  56. std::vector< std::string > battleHeroes; //battleHeroes[hero type] - name of def that has hero animation for battle
  57. std::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
  58. CDefEssential * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
  59. std::vector<std::string> guildBgs;// name of bitmaps with imgs for mage guild screen
  60. //abilities
  61. CDefEssential * abils32, * abils44, * abils82;
  62. //spells
  63. CDefEssential *spellscr; //spell on the scroll 83x61
  64. //functions
  65. Graphics();
  66. void initializeBattleGraphics();
  67. void loadPaletteAndColors();
  68. void loadHeroFlags();
  69. void loadHeroFlags(std::pair<std::vector<CDefEssential *> Graphics::*, std::vector<const char *> > &pr, bool mode);
  70. void loadHeroAnims();
  71. void loadHeroAnim(const std::string &name, const std::vector<std::pair<int,int> > &rotations, std::vector<CDefEssential *> Graphics::*dst);
  72. void loadHeroPortraits();
  73. SDL_Surface * drawHeroInfoWin(const InfoAboutHero &curh);
  74. SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
  75. SDL_Surface * drawTownInfoWin(const InfoAboutTown & curh);
  76. SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
  77. SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //returns small picture of town: ID=-1 - blank; -2 - border; -3 - random
  78. void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player
  79. };
  80. extern Graphics * graphics;
  81. #endif // __GRAPHICS_H__