Graphics.h 4.7 KB

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  1. #ifndef __GRAPHICS_H__
  2. #define __GRAPHICS_H__
  3. #include "../global.h"
  4. #include "FontBase.h"
  5. /*
  6. * Graphics.h, part of VCMI engine
  7. *
  8. * Authors: listed in file AUTHORS in main folder
  9. *
  10. * License: GNU General Public License v2.0 or later
  11. * Full text of license available in license.txt file, in main folder
  12. *
  13. */
  14. class CDefEssential;
  15. struct SDL_Surface;
  16. class CGHeroInstance;
  17. class CGTownInstance;
  18. class CDefHandler;
  19. class CHeroClass;
  20. struct SDL_Color;
  21. struct InfoAboutHero;
  22. struct InfoAboutTown;
  23. struct Font
  24. {
  25. struct Char
  26. {
  27. si32 unknown1, width, unknown2, offset;
  28. unsigned char *pixels;
  29. };
  30. Char chars[256];
  31. ui8 height;
  32. unsigned char *data;
  33. Font(unsigned char *Data);
  34. ~Font();
  35. int getWidth(const char *text) const;
  36. };
  37. class Graphics
  38. {
  39. public:
  40. //Fonts
  41. static const int FONTS_NUMBER = 9;
  42. Font *fonts[FONTS_NUMBER];
  43. //various graphics
  44. SDL_Color * playerColors; //array [8]
  45. SDL_Color * neutralColor;
  46. SDL_Color * playerColorPalette; //palette to make interface colors good - array of size [256]
  47. SDL_Color * neutralColorPalette;
  48. SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
  49. SDL_Surface *heroInGarrison; //icon for town infobox
  50. std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
  51. CDefEssential *luck22, *luck30, *luck42, *luck82,
  52. *morale22, *morale30, *morale42, *morale82,
  53. *halls, *forts, *bigTownPic;
  54. std::map<int,SDL_Surface*> heroWins; //hero_ID => infobox
  55. std::map<int,SDL_Surface*> townWins; //town_ID => infobox
  56. CDefEssential * artDefs; //artifacts
  57. std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
  58. std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
  59. std::vector<CDefEssential *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
  60. CDefEssential * pskillsb, *resources; //82x93
  61. CDefEssential * pskillsm; //42x42 primary skills
  62. CDefEssential * pskillst; //32x32
  63. CDefEssential * un32; //many small things
  64. CDefEssential * un44; //many things
  65. CDefEssential * smallIcons, *resources32; //resources 32x32
  66. CDefEssential * flags;
  67. 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
  68. 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
  69. //creatures
  70. std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
  71. std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
  72. std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
  73. std::map<int,SDL_Surface*> backgroundsm; //castle ID -> 100x120 background creature image // -1 is for neutral
  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<std::string> guildBgs;// name of bitmaps with imgs for mage guild screen
  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. SDL_Surface * drawHeroInfoWin(const InfoAboutHero &curh);
  94. SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
  95. SDL_Surface * drawTownInfoWin(const InfoAboutTown & curh);
  96. SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
  97. SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //returns small picture of town: ID=-1 - blank; -2 - border; -3 - random
  98. void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player
  99. void loadFonts();
  100. Font *loadFont(const char * name);
  101. };
  102. extern Graphics * graphics;
  103. #endif // __GRAPHICS_H__