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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, std::map<std::string, 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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