Graphics.h 5.5 KB

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  1. #ifndef __GRAPHICS_H__
  2. #define __GRAPHICS_H__
  3. #include "../global.h"
  4. #include "FontBase.h"
  5. #include "GUIBase.h"
  6. /*
  7. * Graphics.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. class CDefEssential;
  16. struct SDL_Surface;
  17. class CGHeroInstance;
  18. class CGTownInstance;
  19. class CDefHandler;
  20. class CHeroClass;
  21. struct SDL_Color;
  22. struct InfoAboutHero;
  23. struct InfoAboutTown;
  24. class CGObjectInstance;
  25. class CGDefInfo;
  26. typedef struct _TTF_Font TTF_Font; //from SDL_ttf.h
  27. /// Handles fonts, hero images, town images, various graphics
  28. class Graphics
  29. {
  30. public:
  31. //Fonts
  32. static const int FONTS_NUMBER = 9;
  33. Font *fonts[FONTS_NUMBER];
  34. TTF_Font * fontsTrueType[FONTS_NUMBER];//true type fonts, if some of the fonts not loaded - NULL
  35. //various graphics
  36. SDL_Color * playerColors; //array [8]
  37. SDL_Color * neutralColor;
  38. SDL_Color * playerColorPalette; //palette to make interface colors good - array of size [256]
  39. SDL_Color * neutralColorPalette;
  40. SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
  41. SDL_Surface *heroInGarrison; //icon for town infobox
  42. std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
  43. CDefEssential *luck22, *luck30, *luck42, *luck82,
  44. *morale22, *morale30, *morale42, *morale82,
  45. *halls, *forts, *bigTownPic;
  46. CDefEssential * artDefs; //artifacts
  47. std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
  48. std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
  49. std::vector<CDefEssential *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
  50. CDefEssential * pskillsb, *resources; //82x93
  51. CDefEssential * pskillsm; //42x42 primary skills
  52. CDefEssential * pskillst; //32x32
  53. CDefEssential * un32; //many small things
  54. CDefEssential * un44; //many things
  55. CDefEssential * smallIcons, *resources32; //resources 32x32
  56. CDefEssential * flags;
  57. CDefEssential * heroMoveArrows;
  58. 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
  59. 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
  60. std::map<std::string, CDefEssential*> mapObjectDefs; //pointers to loaded defs (key is filename, uppercase)
  61. CDefHandler * FoWfullHide; //for Fog of War
  62. CDefHandler * FoWpartialHide; //for For of War
  63. std::map<int, std::map<int, std::map<std::string, CDefEssential *> > > advmapobjGraphics;
  64. CDefEssential * getDef(const CGObjectInstance * obj);
  65. CDefEssential * getDef(const CGDefInfo * info);
  66. //creatures
  67. std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
  68. std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
  69. std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
  70. std::map<int,SDL_Surface*> backgroundsm; //castle ID -> 100x120 background creature image // -1 is for neutral
  71. //towns
  72. std::vector< std::string > buildingPics;//filenames of def with building images (used rarely, too big to keep them loaded)
  73. std::vector< std::string > townBgs;//backgrounds of town
  74. std::vector< std::string > guildBgs;// name of bitmaps with imgs for mage guild screen
  75. std::map<int, std::string> ERMUtoPicture[F_NUMBER]; //maps building ID to it's picture's name for each town type
  76. //for battles
  77. std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
  78. std::vector< std::string > battleHeroes; //battleHeroes[hero type] - name of def that has hero animation for battle
  79. std::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
  80. CDefEssential * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
  81. std::vector< Point > wallPositions[F_NUMBER]; //positions of different pieces of wall <x, y>
  82. //abilities
  83. CDefEssential * abils32, * abils44, * abils82;
  84. //spells
  85. CDefEssential *spellscr; //spell on the scroll 83x61
  86. //functions
  87. Graphics();
  88. void initializeBattleGraphics();
  89. void loadPaletteAndColors();
  90. void loadHeroFlags();
  91. void loadHeroFlags(std::pair<std::vector<CDefEssential *> Graphics::*, std::vector<const char *> > &pr, bool mode);
  92. void loadHeroAnims();
  93. void loadHeroAnim(const std::string &name, const std::vector<std::pair<int,int> > &rotations, std::vector<CDefEssential *> Graphics::*dst);
  94. void loadHeroPortraits();
  95. void loadWallPositions();
  96. void loadErmuToPicture();
  97. SDL_Surface * drawHeroInfoWin(const InfoAboutHero &curh);
  98. SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
  99. SDL_Surface * drawTownInfoWin(const InfoAboutTown & curh);
  100. SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
  101. SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //returns small picture of town: ID=-1 - blank; -2 - border; -3 - random
  102. void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player
  103. void loadTrueType();
  104. void loadFonts();
  105. Font *loadFont(const char * name);
  106. };
  107. extern Graphics * graphics;
  108. #endif // __GRAPHICS_H__