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Implemented generation of combat unit number window for xbrz mode
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@@ -27,6 +27,7 @@
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#include "../gui/CGuiHandler.h"
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#include "../gui/WindowHandler.h"
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#include "../media/ISoundPlayer.h"
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#include "../render/AssetGenerator.h"
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#include "../render/Colors.h"
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#include "../render/Canvas.h"
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#include "../render/IRenderHandler.h"
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@@ -79,24 +80,12 @@ BattleStacksController::BattleStacksController(BattleInterface & owner):
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stackToActivate(nullptr),
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animIDhelper(0)
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{
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AssetGenerator::createCombatUnitNumberWindow();
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//preparing graphics for displaying amounts of creatures
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amountNormal = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
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amountPositive = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
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amountNegative = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
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amountEffNeutral = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
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static const auto shifterNormal = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 0.6f, 0.2f, 1.0f );
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static const auto shifterPositive = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 0.2f, 1.0f, 0.2f );
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static const auto shifterNegative = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 1.0f, 0.2f, 0.2f );
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static const auto shifterNeutral = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 1.0f, 1.0f, 0.2f );
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// do not change border color
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static const int32_t ignoredMask = 1 << 26;
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amountNormal->adjustPalette(shifterNormal, ignoredMask);
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amountPositive->adjustPalette(shifterPositive, ignoredMask);
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amountNegative->adjustPalette(shifterNegative, ignoredMask);
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amountEffNeutral->adjustPalette(shifterNeutral, ignoredMask);
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amountNormal = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowDefault"), EImageBlitMode::COLORKEY);
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amountPositive = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowPositive"), EImageBlitMode::COLORKEY);
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amountNegative = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowNegative"), EImageBlitMode::COLORKEY);
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amountEffNeutral = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowNeutral"), EImageBlitMode::COLORKEY);
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std::vector<const CStack*> stacks = owner.getBattle()->battleGetAllStacks(true);
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for(const CStack * s : stacks)
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