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https://github.com/vcmi/vcmi.git
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* improved borders
* minor changes
This commit is contained in:
parent
c66d430702
commit
1f324c3b31
@ -56,17 +56,17 @@ bool CBuildingRect::operator<(const CBuildingRect & p2) const
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}
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void CBuildingRect::hover(bool on)
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{
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if(area)
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{
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if(CSDL_Ext::SDL_GetPixel(area,LOCPLINT->current->motion.x-pos.x,LOCPLINT->current->motion.y-pos.y) == 0)
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{
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Hoverable::hover(false);
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return;
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}
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}
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Hoverable::hover(on);
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if(border)
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blitAt(border,pos.x,pos.y);
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if(on)
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{
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MotionInterested::activate();
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}
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else
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{
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MotionInterested::deactivate();
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if(LOCPLINT->castleInt->hBuild == this)
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LOCPLINT->castleInt->hBuild = NULL;
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}
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}
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void CBuildingRect::clickLeft (tribool down)
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{
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@ -76,6 +76,35 @@ void CBuildingRect::clickRight (tribool down)
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{
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//todo - handle
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}
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void CBuildingRect::mouseMoved (SDL_MouseMotionEvent & sEvent)
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{
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if(area)
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{
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if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //najechany piksel jest poza polem
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{
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if(LOCPLINT->castleInt->hBuild == this)
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LOCPLINT->castleInt->hBuild = NULL;
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}
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else //w polu
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{
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if(LOCPLINT->castleInt->hBuild) //jakis budynek jest zaznaczony
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{
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if((*LOCPLINT->castleInt->hBuild)<(*this)) //ustawiamy sie, jesli jestesmy na wierzchu
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{
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LOCPLINT->castleInt->hBuild = this;
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}
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}
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else //nie ma budynku, wiec damy nasz
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{
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LOCPLINT->castleInt->hBuild = this;
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}
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}
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}
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//if(border)
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// blitAt(border,pos.x,pos.y);
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}
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std::string getBgName(int type) //TODO - co z tym zrobiæ?
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{
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switch (type)
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@ -115,12 +144,7 @@ public:
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CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
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{
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int t = 600;
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while(t--)
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{
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CDefHandler* defik = CGI->spriteh->giveDef("ITMTL.DEF");
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delete defik;
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}
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hBuild = NULL;
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count=0;
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town = Town;
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townInt = CGI->bitmaph->loadBitmap("TOWNSCRN.bmp");
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@ -140,13 +164,7 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
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{
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if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end())
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{
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//CDefHandler *b = CGI->spriteh->giveDef(CGI->townh->structures[town->subID][*i]->defName);
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buildings.push_back(new CBuildingRect(CGI->townh->structures[town->subID][*i]));
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//boost::tuples::tuple<int,CDefHandler*,Structure*,SDL_Surface*,SDL_Surface*> *t
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// = new boost::tuples::tuple<int,CDefHandler*,Structure*,SDL_Surface*,SDL_Surface*>
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// (*i,b,CGI->townh->structures[town->subID][*i],NULL,NULL);
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////TODO: obwódki i pola
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//buildings.push_back(t);
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}
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else continue;
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}
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@ -300,8 +318,10 @@ void CCastleInterface::show(SDL_Surface * to)
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}
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else
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blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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if(buildings[i]->hovered && buildings[i]->border)
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blitAt(buildings[i]->border,buildings[i]->pos.x,buildings[i]->pos.y);
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//if(buildings[i]->hovered && buildings[i]->border)
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// blitAt(buildings[i]->border,buildings[i]->pos.x,buildings[i]->pos.y);
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if(hBuild==buildings[i] && hBuild->border)
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blitAt(hBuild->border,hBuild->pos,to);
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}
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//for(int i=0;i<buildings.size();i++)
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//{
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@ -7,7 +7,7 @@ class CGTownInstance;
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class CTownHandler;
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struct Structure;
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template <typename T> class AdventureMapButton;
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class CBuildingRect : public Hoverable, public ClickableL, public ClickableR//, public TimeInterested
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class CBuildingRect : public Hoverable, public MotionInterested, public ClickableL, public ClickableR//, public TimeInterested
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{
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public:
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Structure* str;
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@ -22,11 +22,13 @@ public:
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void hover(bool on);
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void clickLeft (tribool down);
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void clickRight (tribool down);
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void mouseMoved (SDL_MouseMotionEvent & sEvent);
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};
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class CCastleInterface : public IShowable, public IActivable
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{
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public:
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CBuildingRect * hBuild; //highlighted building
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SDL_Surface * townInt;
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SDL_Surface * cityBg;
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const CGTownInstance * town;
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@ -43,6 +43,14 @@ void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst)
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SDL_Rect pom = genRect(src->h,src->w,x,y);
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SDL_BlitSurface(src,NULL,dst,&pom);
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}
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void blitAtWR(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst)
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{
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blitAtWR(src,pos.x,pos.y,dst);
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}
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void blitAt(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst)
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{
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blitAt(src,pos.x,pos.y,dst);
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}
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SDL_Color genRGB(int r, int g, int b, int a=0)
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{
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SDL_Color ret;
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@ -9,6 +9,8 @@ extern SDL_Color tytulowy, tlo, zwykly ;
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extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
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void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
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void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
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void blitAtWR(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=ekran);
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void blitAt(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=ekran);
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void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
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bool isItIn(const SDL_Rect * rect, int x, int y);
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SDL_Rect genRect(int hh, int ww, int xx, int yy);
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