1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107
|
// Copyright (C) 2003, 2004, 2005, 2006, 2007 Ulf Lorenz
// Copyright (C) 2004, 2006 Andrea Paternesi
// Copyright (C) 2006-2011, 2014, 2015, 2017, 2020 Ben Asselstine
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
// 02110-1301, USA.
#pragma once
#ifndef IMAGE_CACHE_H
#define IMAGE_CACHE_H
#include <list>
#include <map>
#include <vector>
#include <string.h>
#include <cairomm/context.h>
#include "PixMaskCache.h"
#include "player.h"
#include "PixMask.h"
#include "maptile.h"
#include "hero.h"
class Road;
class City;
class Temple;
class Ruin;
class Bridge;
class Stack;
class Shieldset;
class SelectorPixMaskCacheItem;
class ArmyPixMaskCacheItem;
class FlagPixMaskCacheItem;
class CircledArmyPixMaskCacheItem;
class TilePixMaskCacheItem;
class CityPixMaskCacheItem;
class TowerPixMaskCacheItem;
class TemplePixMaskCacheItem;
class RuinPixMaskCacheItem;
class DiplomacyPixMaskCacheItem;
class RoadPixMaskCacheItem;
class FogPixMaskCacheItem;
class BridgePixMaskCacheItem;
class CursorPixMaskCacheItem;
class ShieldPixMaskCacheItem;
class ProdShieldPixMaskCacheItem;
class MoveBonusPixMaskCacheItem;
class ShipPixMaskCacheItem;
class PlantedStandardPixMaskCacheItem;
class PortPixMaskCacheItem;
class SignpostPixMaskCacheItem;
class BagPixMaskCacheItem;
class ExplosionPixMaskCacheItem;
class NewLevelPixMaskCacheItem;
class DefaultTileStylePixMaskCacheItem;
class TartanPixMaskCacheItem;
class EmptyTartanPixMaskCacheItem;
class StatusPixMaskCacheItem;
class GameButtonPixMaskCacheItem;
class DialogPixMaskCacheItem;
class MedalPixMaskCacheItem;
//! Cache for generated army and map images.
/** Soliton class for caching army and map images
*
* With the introduction of player-specific colors, the problem of caching
* images has popped up. The player colors are implemented by taking an army
* picture and a mask, with the mask being a 16 color image, substituting
* the colors in the mask and blitting the mask over the army (or e.g. city)
* image. This takes several blits (>3, there are also things like medals
* to be considered) and is therefore costly.
*
* This class approaches this problem by caching formatted images. You get
* e.g. an army image by querying the cache, which either gives you the cached
* image or creates a new one. If the size is exceeded, the class will free
* the oldest (not used for the longest time) images until it gets below the
* treshold. It maintains some kind of balance between cached city pictures
* and cached army pictures, but the kind of balance may change, so I'll
* better not describe it here. :)
*
* Recently, it has been improved to cache flag pictures (showing how many
* armies a stack contains) as well.
*
* The maximum cache size can be changed on the fly by modifying the value in
* the Configuration class. However, if set too small (around 1 megabyte), this
* value will silently be ignored.
*
* @note For efficiency reasons, the class will not copy the surfaces it has,
* so DON'T MODIFY THEM unless you know what you do!
*/
class ImageCache
{
public:
enum CursorType
{
POINTER = 0,
MAGNIFYING_GLASS,
SHIP,
ROOK,
HAND,
TARGET,
FEET,
RUIN,
SWORD,
QUESTION,
HEART,
GOTO_ARROW,
CLOSED_HAND,
};
enum GameButtonType
{
DIPLOMACY_NO_PROPOSALS = 0,
STACK_PARK,
NEXT_MOVABLE_STACK,
STACK_MOVE,
MOVE_ALL_STACKS,
CENTER_ON_STACK,
STACK_DEFEND,
STACK_DESELECT,
DIPLOMACY_NEW_PROPOSALS,
STACK_SEARCH,
END_TURN,
GARRISON
};
enum StatusBoxImageType
{
STATUS_CITY = 0,
STATUS_TREASURY,
STATUS_INCOME,
STATUS_UPKEEP,
STATUS_DEFENSE, //doesn't belong but we put it here anyway
};
enum DialogImageType
{
DIALOG_NEXT_TURN = 0,
DIALOG_NEW_HERO_MALE,
DIALOG_NEW_HERO_FEMALE,
DIALOG_CONQUERED_CITY,
DIALOG_WINNING,
DIALOG_RUIN_SUCCESS,
DIALOG_RUIN_DEFEAT,
DIALOG_PARLEY_OFFERED,
DIALOG_PARLEY_REFUSED,
DIALOG_COMMENTATOR,
};
//! Method for getting/creating the soliton instance.
static ImageCache* getInstance();
//! Explicitly deletes the soliton instance
static void deleteInstance();
//! Get the current cache size, the maximum is in Configuration::s_cacheSize
guint32 getCacheSize() const {return d_cachesize;}
/** Method for getting the army picture from the cache
*
* This method returns either the cached image of the given type or
* creates a new one and caches it. Use this method to access
* army images! And: Don't touch the returned surface!! For performance
* reasons you get the original surface which is also in the cache.
*
* The returned surface contains the correct player colors and some
* icons displaying the level of the unit.
*
* @param armyset the armyset to be used
* @param army the index of the army to be used
* @param player the player owning the army
* @param medals an array of medal types
* @param map whether or not this army appears on a map
* @param font_size the height of the default font, if not on map
* @param greyed the image is greyed out; deselected/inactive.
* @return the image of the unit
*/
PixMask* getArmyPic(guint32 armyset, guint32 army, const Player* p,
const bool* medals, bool map, guint32 font_size,
bool greyed = false);
PixMask* getArmyPic(Army *a, bool greyed = false);
PixMask* getDialogArmyPic(Army *a, guint32 font_size, bool greyed = false);
PixMask* getCircledArmyPic(guint32 armyset, guint32 army,
const Player* p, const bool* medals,
bool greyed, guint32 circle_colour_id,
bool show_army, guint32 font_size);
PixMask *getCircledArmyPic(Army *a, bool greyed,
guint32 circle_colour_id, bool show_army,
guint32 font_size);
/** Method for getting the shield picture from the cache
*
* This method returns either the cached image of the given type or
* creates a new one and caches it. Use this method to access
* army images! And: Don't touch the returned surface!! For performance
* reasons you get the original surface which is also in the cache.
*
* The returned surface contains the correct player colors and some
* icons displaying the level of the unit.
*
* @param shieldset the id of the shieldset to be used
* @param type the size of the shield: 0=sm, 1=med, 2=lg
* @param colour which player the shield is for
* @param map whether or not this shield appears on a map
* @param font_size for map=false, to calculate relative size
* @return the image of the shield
*/
PixMask* getShieldPic(guint32 shieldset, guint32 type, guint32 colour,
bool map, guint32 font_size);
PixMask* getShieldPic(guint32 type, Player *p, bool map,
guint32 font_size);
/** Method for getting a ruin picture
*
* @param type the type of the ruin
* @return image of the ruin
*/
PixMask* getRuinPic(Ruin *r);
PixMask* getRuinPic(int type);
PixMask* getRuinPic(int type, guint32 cityset);
/** Method for getting a diplomacy icon
*
* @param type 0 = small, or 1 = large.
* @param state the diplomatic state. e.g. peace, war, etc
* @font_size is the height of the default font in pixels.
* @return image of the icon
*/
PixMask* getDiplomacyPic(int type, Player::DiplomaticState state,
guint32 font_size);
/** Method for getting a temple picture
*
* @param type the type of the temple
* @return image of the temple
*/
PixMask* getTemplePic(Temple *t);
PixMask* getTemplePic(int type);
PixMask* getTemplePic(int type, guint32 cityset);
/** Method for getting a road picture
*
* @param type the type of the road
* @return image of the road
*/
PixMask* getRoadPic(Road *r);
PixMask* getRoadPic(int type, guint32 tileset);
PixMask* getRoadPic(int type);
/** Method for getting a fog picture
*
* @param type the type of the fog
* @return image of the fog
*/
PixMask* getFogPic(int type, guint32 tileset);
PixMask* getFogPic(int type);
/** Method for getting a bridge picture
*
* @param type the type of the bridge 0=e/w 1=n/s
* @return image of the bridge
*/
PixMask* getBridgePic(Bridge *b);
PixMask* getBridgePic(int type, guint32 tileset);
PixMask* getBridgePic(int type);
/** Method for getting a cursor picture
*
* @param type the type of the cursor
* @font_size the height of the default font in pixels.
* @return image of the cursor
*/
PixMask* getCursorPic(int type, guint32 font_size);
/** Method for getting a ship picture. This is the picture
* that appears when the stack goes into the water.
*
* @param p the player to colour the ship as
* @return image of the ship
*/
PixMask* getShipPic(const Player* p);
/** Method for getting a standard picture. This is the picture
* that appears when the hero plants a flag..
*
* @param p the player to colour the flag as
* @return image of the standard
*/
PixMask* getPlantedStandardPic(const Player* p);
/** Method for getting a port picture. This is the picture
* that appears often as an anchor on coastal regions.
*
* @return image of the port
*/
PixMask* getPortPic();
PixMask* getPortPic(guint32 cityset);
/** Method for getting a signpost picture. This is the picture
* that appears as a little tiny sign on grassy tiles.
*
* @return image of the signpost
*/
PixMask* getSignpostPic();
PixMask* getSignpostPic(guint32 cityset);
/** Method for getting a bag-of-items picture. This is the picture
* that shows when a hero drops one or more items on the ground.
*
* @return image of the sack of items
*/
PixMask* getBagPic();
PixMask* getBagPic(guint32 armyset);
/** Method for getting an explosion picture. This is the picture
* that shows when stacks are fighting.
*
* @return image of the explosion.
*/
PixMask* getExplosionPic();
PixMask* getExplosionPic(guint32 tileset);
/** Method for getting a new-level picture. This is the picture
* that appears when a hero gains a new level, and subsequently gets
* to increase a stat.
*
* @param p the player to colour the image as.
* @param gender male=1, female=2.
* @font_size is the height of the default font in pixels.
* @return new-level image.
*/
PixMask* getNewLevelPic(const Player* p, guint32 gender,
guint32 font_size);
/** Method for getting a picture that represents a type of tile style.
* The parameter is related to tilestyle.h:TileStyle::Type.
*/
PixMask* getDefaultTileStylePic(guint32 tilestyle_type,
guint32 tilesize);
/** Method for getting a picture of the tartan progess bar.
* The image will not be any wider than width, but can be less wide.
*/
PixMask* getTartanPic (const Player *p, guint32 width,
Shieldset *s, guint32 font_size);
/** Method for getting a picture of the empty tartan progess bar.
* The image will not be any wider than width, but can be less wide.
*/
PixMask* getEmptyTartanPic (const Player *p, guint32 width,
Shieldset *s, guint32 font_size);
/** Method for getting a city picture
*
* For simplicity we have extended the basic_image/mask style to
* cities as well, since it greatly reduces the number of images.
* Use this method solely to get city images, and don't touch the
* images!
*
* @param type the level of the city; -1 returns the pic for
* the razed city
* @param player the player owning the city
* @param cityset the cityset that has the city image
* @return image of the described city
*/
PixMask* getCityPic(int type, const Player* p, guint32 cityset);
/** Another method for getting a city picture
*
* Most often, we don't need such a sophisticated method. So just
* supply the city instance and be happy. :)
*
* @param city the city whose picture we want to get
* @return image of the city
*/
PixMask* getCityPic(const City* city);
PixMask* getCityPic(const City* city, guint32 cityset);
/** Method for getting tower pictures.
*
* As with the other methods, use solely this method to get the tower
* images. And DON'T modify the images!
*
* @param p the player for which we want to get the tower
* @return image for the tower
*/
PixMask* getTowerPic(const Player *p);
PixMask* getTowerPic(const Player* p, guint32 cityset);
/** Method for getting flag pictures.
*
* As with the other methods, use solely this method to get the flag
* images. And DON'T modify the images!
*
* @param stack the stack for which we want to get the flag
* @return image for the flag
*/
PixMask* getFlagPic(const Stack* s);
PixMask* getFlagPic(const Stack* s, guint32 tileset);
PixMask* getFlagPic(guint32 stack_size, const Player *p);
PixMask* getFlagPic(guint32 stack_size, const Player *p, guint32 tileset);
/** Method for getting selector pictures.
*
* As with the other methods, use solely this method to get the
* selector images. And DON'T modify the images!
*
* @param type the frame of the selector
* @param p the player to draw it for
* @return image for the flag
*/
PixMask* getSelectorPic(guint32 type, guint32 frame, const Player* p, guint32 tileset);
PixMask* getSelectorPic(guint32 type, guint32 frame, const Player *p);
PixMask* getTilePic(int tile_style_id, int fog_type_id, bool has_bag, bool has_standard, int standard_player_id, int stack_size, int stack_player_id, int army_type_id, bool has_tower, bool has_ship, Maptile::Building building_type, int building_subtype, Vector<int> building_tile, int building_player_id, guint32 tilesize, bool has_grid, guint32 tileset, guint32 cityset, guint32 shieldset, int stone_type);
PixMask* getTilePic(int tile_style_id, int fog_type_id, bool has_bag, bool has_standard, int standard_player_id, int stack_size, int stack_player_id, int army_type_id, bool has_tower, bool has_ship, Maptile::Building building_type, int building_subtype, Vector<int> building_tile, int building_player_id, guint32 tilesize, bool has_grid, int stone_type);
PixMask* getMoveBonusPic(guint32 bonus, bool has_ship, guint32 font_size);
/** Method for getting production shield pictures.
*
* As with the other methods, use solely this method to get the
* shield images. And DON'T modify the images!
*
* @param type home/away/destination/source/invalid.
* one sees home/away
* normally, but when "see all" is turned on, one sees source/dest.
* @param prod city production is going on, true or false
* @return image for the shield
* note that type=source, production=false is impossible
* note that type=invalid,production=true is used to show the symbol
* that means no more units can be vectored to this city.
*/
PixMask* getProdShieldPic(guint32 type, bool prod);
PixMask* getMedalPic(bool large, guint32 type, guint32 font_size);
//! Erase cached graphics.
void reset();
//these routines get a base image, not a cached image.
PixMask* getDiplomacyImage(int type, Player::DiplomaticState state);
PixMask* getCursorImage(int type);
PixMask *getProdShieldImage(guint32 type);
PixMask* getMoveBonusImage(guint32 type);
PixMask* getDefaultTileStyleImage(guint32 type);
PixMask* getMedalImage(bool large, int type);
PixMask *getNewLevelImage(bool female, bool mask);
PixMask* getSmallRuinedCityImage();
//! Return a small hero picture, either white (active==true) or black.
PixMask* getSmallHeroImage(bool active);
PixMask* getSmallBagImage();
PixMask*getSmallTempleImage();
PixMask*getSmallRuinExploredImage();
PixMask* getSmallRuinUnexploredImage();
PixMask* getSmallStrongholdUnexploredImage();
//! get an image for one of the buttons on the main game window.
PixMask* getStatusPic(guint32 type, guint32 font_size);
/** Method for getting main screen game button pictures.
*
* @param type is one of the enums.
* @font_size is the height of the default font in pixels.
*/
PixMask* getGameButtonPic(guint32 type, guint32 font_size);
PixMask* getDialogPic(guint32 type, guint32 font_size);
PixMask* getWaypointImage(guint32 type);
PixMask* getNextTurnPic ();
PixMask* getCityDefeatedPic ();
PixMask* getWinningPic();
PixMask* getHeroPic (Hero::Gender gender);
PixMask* getRuinSuccessPic();
PixMask* getRuinDefeatPic();
PixMask *getParleyOfferedPic();
PixMask *getParleyRefusedPic();
PixMask *getCommentatorPic ();
PixMask* getGameButtonImage(guint32 type);
static PixMask* applyMask(PixMask* image, PixMask* mask, const Player* p);
static PixMask* applyMask(PixMask* image, PixMask* mask, Gdk::RGBA colour);
static PixMask* greyOut(PixMask* image);
static PixMask* circled(PixMask* image, Gdk::RGBA colour, bool coloured = true, double width_percent = 75.0);
static void draw_circle(Cairo::RefPtr<Cairo::Context> cr, double width_percent, int width, int height, Gdk::RGBA colour, bool coloured = true, bool mask = false);
static PixMask* loadMiscImage(Glib::ustring pngfile);
static int calculate_width_from_adjusted_height (PixMask *p, double new_height);
static void add_underline (PixMask **p, Gdk::RGBA color, guint32 font_size);
private:
ImageCache();
~ImageCache();
//! Checks if the cache has exceeded the maximum size and reduce it.
void checkPictures();
bool loadDiplomacyImages();
bool loadCursorImages();
bool loadProdShieldImages();
bool loadMoveBonusImages();
bool loadNewLevelImages();
bool loadMedalImages(Glib::ustring sm, Glib::ustring lg);
bool loadDefaultTileStyleImages();
bool loadWaypointImages();
bool loadGameButtonImages();
//the data
static ImageCache* s_instance;
guint32 d_cachesize;
PixMaskCache<SelectorPixMaskCacheItem> selectorcache;
PixMaskCache<ArmyPixMaskCacheItem> armycache;
PixMaskCache<FlagPixMaskCacheItem> flagcache;
PixMaskCache<CircledArmyPixMaskCacheItem> circledarmycache;
PixMaskCache<TilePixMaskCacheItem> tilecache;
PixMaskCache<CityPixMaskCacheItem> citycache;
PixMaskCache<TowerPixMaskCacheItem> towercache;
PixMaskCache<TemplePixMaskCacheItem> templecache;
PixMaskCache<RuinPixMaskCacheItem> ruincache;
PixMaskCache<DiplomacyPixMaskCacheItem> diplomacycache;
PixMaskCache<RoadPixMaskCacheItem> roadcache;
PixMaskCache<FogPixMaskCacheItem> fogcache;
PixMaskCache<BridgePixMaskCacheItem> bridgecache;
PixMaskCache<CursorPixMaskCacheItem> cursorcache;
PixMaskCache<ShieldPixMaskCacheItem> shieldcache;
PixMaskCache<ProdShieldPixMaskCacheItem> prodshieldcache;
PixMaskCache<MoveBonusPixMaskCacheItem> movebonuscache;
PixMaskCache<ShipPixMaskCacheItem> shipcache;
PixMaskCache<PlantedStandardPixMaskCacheItem> plantedstandardcache;
PixMaskCache<PortPixMaskCacheItem> portcache;
PixMaskCache<SignpostPixMaskCacheItem> signpostcache;
PixMaskCache<BagPixMaskCacheItem> bagcache;
PixMaskCache<ExplosionPixMaskCacheItem> explosioncache;
PixMaskCache<NewLevelPixMaskCacheItem> newlevelcache;
PixMaskCache<DefaultTileStylePixMaskCacheItem> defaulttilestylecache;
PixMaskCache<TartanPixMaskCacheItem> tartancache;
PixMaskCache<EmptyTartanPixMaskCacheItem> emptytartancache;
PixMaskCache<StatusPixMaskCacheItem> statuscache;
PixMaskCache<GameButtonPixMaskCacheItem> gamebuttoncache;
PixMaskCache<DialogPixMaskCacheItem> dialogcache;
PixMaskCache<MedalPixMaskCacheItem> medalcache;
PixMask* d_diplomacy[2][DIPLOMACY_TYPES];
PixMask* d_cursor[CURSOR_TYPES];
PixMask* d_prodshield[PRODUCTION_SHIELD_TYPES];
PixMask* d_movebonus[MOVE_BONUS_TYPES];
PixMask *d_newlevel_male;
PixMask *d_newlevelmask_male;
PixMask *d_newlevel_female;
PixMask *d_newlevelmask_female;
PixMask *d_default_tilestyles[DEFAULT_TILESTYLE_TYPES];
PixMask* d_medal[2][MEDAL_TYPES];
PixMask* d_smallruinedcity;
PixMask* d_smallhero;
PixMask* d_smallbag;
PixMask* d_smallinactivehero;
PixMask* d_small_ruin_unexplored;
PixMask* d_small_stronghold_unexplored;
PixMask* d_small_ruin_explored;
PixMask* d_small_temple;
PixMask *d_waypoint[NUM_WAYPOINTS];
PixMask *d_gamebuttons[NUM_GAME_BUTTON_IMAGES];
PixMask *d_nextturn;
PixMask *d_citydefeated;
PixMask *d_winning;
PixMask *d_malehero;
PixMask *d_femalehero;
PixMask *d_ruinsuccess;
PixMask *d_ruindefeat;
PixMask *d_parleyoffered;
PixMask *d_parleyrefused;
PixMask *d_commentator;
};
//! Helper class for selector box items in the ImageCache.
/**
* These selector box images appear around the active stack.
* It's a set of frames for an animation.
*/
class SelectorPixMaskCacheItem
{
public:
static PixMask *generate(SelectorPixMaskCacheItem item);
static bool loadSelectorImages(Glib::ustring filename, guint32 size, std::vector<PixMask* > &images, std::vector<PixMask* > &masks, bool scale);
static bool loadSelectors(PixMask *p, guint32 size, std::vector<PixMask* > &images, std::vector<PixMask* > &masks, bool scale);
int comp(const SelectorPixMaskCacheItem item) const;
bool operator == (const SelectorPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const SelectorPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 tileset;
guint32 type;
guint32 frame;
guint32 player_id;
};
//! Helper class for army items in the ImageCache.
/**
* These army images appear on the big map as the leader of a stack.
*/
class ArmyPixMaskCacheItem
{
public:
static PixMask *generate(ArmyPixMaskCacheItem item);
int comp(const ArmyPixMaskCacheItem item) const;
bool operator == (const ArmyPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const ArmyPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 armyset;
guint32 army_id;
guint32 player_id;
bool medals[3];
bool map;
guint32 font_size;
bool greyed;
};
//! Helper class for stack flag items in the ImageCache.
/**
* These stack flag images have 8 different sizes, and appear on the big map.
*/
class FlagPixMaskCacheItem
{
public:
static PixMask *generate(FlagPixMaskCacheItem item);
static bool loadFlagImages(Glib::ustring filename, guint32 size, std::vector<PixMask* > &images, std::vector<PixMask* > &masks, bool scale);
static bool loadFlagImages(PixMask *p, guint32 size, std::vector<PixMask* > &images, std::vector<PixMask* > &masks, bool scale);
int comp(const FlagPixMaskCacheItem item) const;
bool operator == (const FlagPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const FlagPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 tileset;
guint32 size;
guint32 player_id;
};
//! Helper class for circled army items in the ImageCache.
/**
* These circled army images appear in various places in the gui.
* It's just an army unit with a coloured circle behind it.
*/
class CircledArmyPixMaskCacheItem
{
public:
static PixMask *generate(CircledArmyPixMaskCacheItem item);
int comp(const CircledArmyPixMaskCacheItem item) const;
bool operator == (const CircledArmyPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const CircledArmyPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 armyset;
guint32 army_id;
guint32 player_id;
bool medals[3];
bool greyed;
guint32 circle_colour_id;
bool show_army;
guint32 font_size;
};
//! Helper class for big map tile items in the ImageCache.
/**
* These tile images are the almalgmation of all the things on a given tile of
* the big map.
*/
class TilePixMaskCacheItem
{
public:
static PixMask *generate(TilePixMaskCacheItem item);
int comp(const TilePixMaskCacheItem item) const;
bool operator == (const TilePixMaskCacheItem &c) {return !comp(c);};
bool operator < (const TilePixMaskCacheItem &c) const {return comp(c)<0;};
int tile_style_id;
int fog_type_id;
bool has_bag;
bool has_standard;
int standard_player_id;
int stack_size; //flag size
int stack_player_id;
int army_type_id;
bool has_tower;
bool has_ship;
Maptile::Building building_type;
int building_subtype;
Vector<int> building_tile;
int building_player_id;
guint32 tilesize;
bool has_grid;
guint32 tileset;
guint32 cityset;
guint32 shieldset;
int stone_type;
};
//! Helper class for city items in the ImageCache.
/**
* These city images appear on the big map.
*/
class CityPixMaskCacheItem
{
public:
static PixMask *generate(CityPixMaskCacheItem item);
int comp(const CityPixMaskCacheItem item) const;
bool operator == (const CityPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const CityPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 cityset;
int type;
guint32 player_id;
};
//! Helper class for tower items in the ImageCache.
/**
* These tower images appear on the big map when a stack goes into defend mode.
*/
class TowerPixMaskCacheItem
{
public:
static PixMask *generate(TowerPixMaskCacheItem item);
int comp(const TowerPixMaskCacheItem item) const;
bool operator == (const TowerPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const TowerPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 cityset;
guint32 player_id;
};
//! Helper class for temple items in the ImageCache.
/**
* These temple images appear on the big map.
*/
class TemplePixMaskCacheItem
{
public:
static PixMask *generate(TemplePixMaskCacheItem item);
int comp(const TemplePixMaskCacheItem item) const;
bool operator == (const TemplePixMaskCacheItem &c) {return !comp(c);};
bool operator < (const TemplePixMaskCacheItem &c) const {return comp(c)<0;};
guint32 cityset;
int type;
};
//! Helper class for ruin items in the ImageCache.
/**
* These ruin images appear on the big map.
*/
class RuinPixMaskCacheItem
{
public:
static PixMask *generate(RuinPixMaskCacheItem item);
int comp(const RuinPixMaskCacheItem item) const;
bool operator == (const RuinPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const RuinPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 cityset;
int type;
};
//! Helper class for diplomacy icon items in the ImageCache.
/**
* These diplomacy icons appear in the diplomacy dialog.
*/
class DiplomacyPixMaskCacheItem
{
public:
static PixMask *generate(DiplomacyPixMaskCacheItem item);
int comp(const DiplomacyPixMaskCacheItem item) const;
bool operator == (const DiplomacyPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const DiplomacyPixMaskCacheItem &c) const {return comp(c)<0;};
int type;
Player::DiplomaticState state;
guint32 font_size;
};
//! Helper class for road items in the ImageCache.
/**
* These are the road images that appear on the big map.
*/
class RoadPixMaskCacheItem
{
public:
static PixMask *generate(RoadPixMaskCacheItem item);
int comp(const RoadPixMaskCacheItem item) const;
bool operator == (const RoadPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const RoadPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 tileset;
int type;
};
//! Helper class for fog items in the ImageCache.
/**
* These are the black fog images that appear on top of the big map.
* E.g. more of the map gets exposed when army units move around.
*/
class FogPixMaskCacheItem
{
public:
static PixMask *generate(FogPixMaskCacheItem item);
int comp(const FogPixMaskCacheItem item) const;
bool operator == (const FogPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const FogPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 tileset;
int type;
};
//! Helper class for bridge items in the ImageCache.
/**
* These are the bridge images that appear on the big map.
*/
class BridgePixMaskCacheItem
{
public:
static PixMask *generate(BridgePixMaskCacheItem item);
int comp(const BridgePixMaskCacheItem item) const;
bool operator == (const BridgePixMaskCacheItem &c) {return !comp(c);};
bool operator < (const BridgePixMaskCacheItem &c) const {return comp(c)<0;};
guint32 tileset;
int type;
};
//! Helper class for cursor items in the ImageCache.
/**
* These are the black and white mouse cursor images.
*/
class CursorPixMaskCacheItem
{
public:
static PixMask *generate(CursorPixMaskCacheItem item);
int comp(const CursorPixMaskCacheItem item) const;
bool operator == (const CursorPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const CursorPixMaskCacheItem &c) const {return comp(c)<0;};
int type;
guint32 font_size;
};
//! Helper class for shield items in the ImageCache.
/**
* These shield images include the small, medium and large shield images.
*/
class ShieldPixMaskCacheItem
{
public:
static PixMask *generate(ShieldPixMaskCacheItem item);
int comp(const ShieldPixMaskCacheItem item) const;
bool operator == (const ShieldPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const ShieldPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 shieldset;
guint32 type;
guint32 colour;
bool map;
guint32 font_size;
};
//! Helper class for production icon items in the ImageCache.
/**
* these icons appear on the smallmap.
*/
class ProdShieldPixMaskCacheItem
{
public:
static PixMask *generate(ProdShieldPixMaskCacheItem item);
int comp(const ProdShieldPixMaskCacheItem item) const;
bool operator == (const ProdShieldPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const ProdShieldPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 type;
bool prod;
};
//! Helper class for movement bonus icon items in the ImageCache.
/**
* These icons appear in the gui, on stack tip infos, or in the stack box.
*/
class MoveBonusPixMaskCacheItem
{
public:
static PixMask *generate(MoveBonusPixMaskCacheItem item);
int comp(const MoveBonusPixMaskCacheItem item) const;
bool operator == (const MoveBonusPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const MoveBonusPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 type; // 0=empty, 1=trees, 2=foothills, 3=hills+trees, 4=fly, 5=boat
guint32 font_size;
};
//! Helper class for boat items in the ImageCache.
/**
* ship images are for when a stack is in a boat.
* one ship image per army set, and drawn in the player's colour.
*/
class ShipPixMaskCacheItem
{
public:
static PixMask *generate(ShipPixMaskCacheItem item);
int comp(const ShipPixMaskCacheItem item) const;
bool operator == (const ShipPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const ShipPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 player_id;
guint32 armyset;
};
//! Helper class for planted standard items in the ImageCache.
/**
* planted standard images are for when the hero plants a flag on the big map.
*/
class PlantedStandardPixMaskCacheItem
{
public:
static PixMask *generate(PlantedStandardPixMaskCacheItem item);
int comp(const PlantedStandardPixMaskCacheItem item) const;
bool operator == (const PlantedStandardPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const PlantedStandardPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 player_id;
guint32 armyset;
};
//! Helper class for port items in the ImageCache.
/**
* port images are for the ship loading/unloading points on the big map.
*/
class PortPixMaskCacheItem
{
public:
static PixMask *generate(PortPixMaskCacheItem item);
int comp(const PortPixMaskCacheItem item) const;
bool operator == (const PortPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const PortPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 cityset;
};
//! Helper class for signpost items in the ImageCache.
/**
* signpost images are for the signs on the big map.
*/
class SignpostPixMaskCacheItem
{
public:
static PixMask *generate(SignpostPixMaskCacheItem item);
int comp(const SignpostPixMaskCacheItem item) const;
bool operator == (const SignpostPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const SignpostPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 cityset;
};
//! Helper class for bag items in the ImageCache.
/**
* Bags are the things that hold item objects on the big map.
* There is one bag image per army set.
*/
class BagPixMaskCacheItem
{
public:
static PixMask *generate(BagPixMaskCacheItem item);
int comp(const BagPixMaskCacheItem item) const;
bool operator == (const BagPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const BagPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 armyset;
};
//! Helper class for explosion items in the ImageCache.
/**
* Explosion images appear on the big map and in the fight window.
* Sometimes they appear in a 2x2 tile size, and sometimes in a 1x1 tile size.
*/
class ExplosionPixMaskCacheItem
{
public:
static PixMask *generate(ExplosionPixMaskCacheItem item);
int comp(const ExplosionPixMaskCacheItem item) const;
bool operator == (const ExplosionPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const ExplosionPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 tileset;
};
//! Helper class for "new level" items in the ImageCache.
/**
* New Level images are full-body images of the hero who is levelling up. There
* is a male image and a female image.
*/
class NewLevelPixMaskCacheItem
{
public:
static PixMask *generate(NewLevelPixMaskCacheItem item);
int comp(const NewLevelPixMaskCacheItem item) const;
bool operator == (const NewLevelPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const NewLevelPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 player_id;
guint32 gender;
guint32 font_size;
};
//! Helper class for default tile style items in the ImageCache.
/**
* "default tile style" images are the black and white representations of TileStyle::Type.
*/
class DefaultTileStylePixMaskCacheItem
{
public:
static PixMask *generate(DefaultTileStylePixMaskCacheItem item);
int comp(const DefaultTileStylePixMaskCacheItem item) const;
bool operator == (const DefaultTileStylePixMaskCacheItem &c) {return !comp(c);};
bool operator < (const DefaultTileStylePixMaskCacheItem &c) const {return comp(c)<0;};
public:
guint32 tilestyle_type;
guint32 tilesize;
};
//! Helper class for tartan progress bar images in the ImageCache.
/**
* These images appear on the screen when the computer player is moving
* to show how much more they have yet to move.
*/
class TartanPixMaskCacheItem
{
public:
static PixMask *generate(TartanPixMaskCacheItem item);
static void calculateWidth(guint32 iwidth, PixMask *left, PixMask *center, PixMask *right, guint32 &width, guint32 ¢ers, bool &include_right);
int comp(const TartanPixMaskCacheItem item) const;
bool operator == (const TartanPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const TartanPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 width;
guint32 player_id;
guint32 shieldset;
guint32 font_size;
};
//! Helper class for empty tartan progress bar images in the ImageCache.
/**
* These images appear on the screen when the computer player is moving
* to show how much more they have yet to move.
*/
class EmptyTartanPixMaskCacheItem
{
public:
static PixMask *generate(EmptyTartanPixMaskCacheItem item);
int comp(const EmptyTartanPixMaskCacheItem item) const;
bool operator == (const EmptyTartanPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const EmptyTartanPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 width;
guint32 player_id;
guint32 shieldset;
guint32 font_size;
};
//! Helper class for status images in the ImageCache.
/**
* These status images include city, treasury, upkeep and income.
*/
class StatusPixMaskCacheItem
{
public:
static PixMask *generate(StatusPixMaskCacheItem item);
int comp(const StatusPixMaskCacheItem item) const;
bool operator == (const StatusPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const StatusPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 type;
guint32 font_size;
};
//! Helper class for the main screen button images in the ImageCache.
/**
* These images include end turn, move all stacks, park, search and so on.
*/
class GameButtonPixMaskCacheItem
{
public:
static PixMask *generate(GameButtonPixMaskCacheItem item);
int comp(const GameButtonPixMaskCacheItem item) const;
bool operator == (const GameButtonPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const GameButtonPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 type;
guint32 font_size;
};
//! Helper class for the various images that appear on dialogs.
/**
* These images include next turn, new hero, conquered city and so on.
*/
class DialogPixMaskCacheItem
{
public:
static PixMask *generate(DialogPixMaskCacheItem item);
int comp(const DialogPixMaskCacheItem item) const;
bool operator == (const DialogPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const DialogPixMaskCacheItem &c) const {return comp(c)<0;};
guint32 type;
guint32 font_size;
};
//! Helper class for the medal images in the ImageCache.
/**
* These images include the tiny medals that get awarded to armies,
* and then the large ones that appear on dialogs..
*/
class MedalPixMaskCacheItem
{
public:
static PixMask *generate(MedalPixMaskCacheItem item);
int comp(const MedalPixMaskCacheItem item) const;
bool operator == (const MedalPixMaskCacheItem &c) {return !comp(c);};
bool operator < (const MedalPixMaskCacheItem &c) const {return comp(c)<0;};
bool large;
guint32 type;
guint32 font_size;
};
#endif
|