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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
//=============================================================================
// Author: Arvind
// Purpose: Contains the image manager class - used to manage in-game assets
//=============================================================================
#ifndef CRAB_IMAGEMANAGER_H
#define CRAB_IMAGEMANAGER_H
#include "crab/image/Image.h"
#include "crab/TMX/TMXTileSet.h"
#include "common/hashmap.h"
namespace Crab {
// We use this object as the key for all image assets
typedef uint ImageKey;
// Since we use uint as a key for images, our loadImgKey function is loadNum
#define loadImgKey loadNum
namespace pyrodactyl {
namespace image {
// We store images here
typedef Common::HashMap<ImageKey, Image> TextureMap;
// Two image maps are used in the game - current (changes with level) and common
enum MapID {
MAP_CURRENT,
MAP_COMMON,
MAP_TOTAL
};
class ImageManager {
// Assets are stored in images
// Common is stuff used everywhere - this is only loaded once
TextureMap _map[MAP_TOTAL];
// The default image for all invalid image names
Image _invalidImg;
public:
// The tile sets used in the level
TMX::TileSetGroup _tileset;
// This image is used to notify player about changes to quests and inventory
ImageKey _notify;
ImageManager() {
_notify = 0;
}
~ImageManager() {}
void quit();
bool init();
// image related stuff
// Load all images specified in an xml file in a map
void loadMap(const Common::Path &filename, const MapID &mapid = MAP_CURRENT);
void getTexture(const ImageKey &id, Image &data);
Image &getTexture(const ImageKey &id);
bool validTexture(const ImageKey &id);
void draw(const int &x, const int &y, const ImageKey &id,
Common::Rect *clip = nullptr, const TextureFlipType &flip = FLIP_NONE);
void draw(const int &x, const int &y, const ImageKey &id,
Rect *clip, const TextureFlipType &flip = FLIP_NONE);
void dimScreen();
void blackScreen();
// Draw the notification icon
void notifyDraw(const int &x, const int &y) {
auto *k = &getTexture(_notify);
draw(x - k->w() / 2, y - k->h() / 2, _notify);
}
};
} // End of namespace image
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_IMAGEMANAGER_H
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