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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-15 01:24:45 +02:00

New namespaces: GL2D (low-level OpenGL functions), Gfx (images and animation objects cooperating with the interface GL2D)

This commit is contained in:
paracelsus
2013-03-03 19:03:45 +00:00
parent 51d0af5060
commit 1e0f473761
57 changed files with 2245 additions and 907 deletions

View File

@ -252,24 +252,24 @@ void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
} //for (int i=0;i<currentPath->nodes.size()-1;i++)
}
void CTerrainRect::show(SDL_Surface * to)
void CTerrainRect::show()
{
if(ADVOPT.smoothMove)
CGI->mh->terrainRect
(adventureInt->position, adventureInt->anim,
&LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
to, &pos, moveX, moveY, false, int3());
nullptr, &pos, moveX, moveY, false, int3());
else
CGI->mh->terrainRect
(adventureInt->position, adventureInt->anim,
&LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
to, &pos, 0, 0, false, int3());
nullptr, &pos, 0, 0, false, int3());
//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
//SDL_FreeSurface(teren);
if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
{
showPath(&pos, to);
//* showPath(&pos, to);
}
}
@ -350,14 +350,14 @@ void CResDataBar::draw(SDL_Surface * to)
graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));
}
void CResDataBar::show(SDL_Surface * to)
void CResDataBar::show()
{
}
void CResDataBar::showAll(SDL_Surface * to)
void CResDataBar::showAll()
{
draw(to);
draw(nullptr);
}
CAdvMapInt::CAdvMapInt():
@ -445,13 +445,13 @@ void CAdvMapInt::fswitchLevel()
{
position.z--;
underground.setIndex(0,true);
underground.showAll(screenBuf);
underground.showAll();
}
else
{
underground.setIndex(1,true);
position.z++;
underground.showAll(screenBuf);
underground.showAll();
}
updateScreen = true;
minimap.setLevel(position.z);
@ -652,36 +652,36 @@ void CAdvMapInt::deactivate()
LOCPLINT->cingconsole->deactivate();
}
}
void CAdvMapInt::showAll(SDL_Surface * to)
void CAdvMapInt::showAll()
{
blitAt(bg,0,0,to);
//* blitAt(bg,0,0,to);
if(state != INGAME)
return;
kingOverview.showAll(to);
underground.showAll(to);
questlog.showAll(to);
sleepWake.showAll(to);
moveHero.showAll(to);
spellbook.showAll(to);
advOptions.showAll(to);
sysOptions.showAll(to);
nextHero.showAll(to);
endTurn.showAll(to);
kingOverview.showAll();
underground.showAll();
questlog.showAll();
sleepWake.showAll();
moveHero.showAll();
spellbook.showAll();
advOptions.showAll();
sysOptions.showAll();
nextHero.showAll();
endTurn.showAll();
minimap.showAll(to);
heroList.showAll(to);
townList.showAll(to);
minimap.showAll();
heroList.showAll();
townList.showAll();
updateScreen = true;
show(to);
show();
resdatabar.draw(to);
//* resdatabar.draw(to);
statusbar.show(to);
statusbar.show();
infoBar.showAll(to);
LOCPLINT->cingconsole->showAll(to);
infoBar.showAll();
LOCPLINT->cingconsole->showAll();
}
bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
@ -701,7 +701,7 @@ void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
updateNextHero(NULL);
}
void CAdvMapInt::show(SDL_Surface * to)
void CAdvMapInt::show()
{
if(state != INGAME)
return;
@ -746,14 +746,14 @@ void CAdvMapInt::show(SDL_Surface * to)
}
if(updateScreen)
{
terrain.show(to);
for(int i=0;i<4;i++)
blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
terrain.show();
//* for(int i=0;i<4;i++)
//* blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
updateScreen=false;
LOCPLINT->cingconsole->showAll(to);
LOCPLINT->cingconsole->showAll();
}
infoBar.show(to);
statusbar.showAll(to);
infoBar.show();
statusbar.showAll();
}
void CAdvMapInt::selectionChanged()
@ -1490,7 +1490,7 @@ void CAdvMapInt::aiTurnStarted()
CCS->musich->playMusicFromSet("enemy-turn", true);
adventureInt->minimap.setAIRadar(true);
adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
adventureInt->infoBar.showAll(screen);//force refresh on inactive object
adventureInt->infoBar.showAll(); //force refresh on inactive object
}
void CAdvMapInt::adjustActiveness(bool aiTurnStart)