mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-17 01:32:21 +02:00
- all windows except for pregame\battles are now CWindowObject-based
- added simple scaling algorithm that works with indexed surfaces
This commit is contained in:
@ -246,15 +246,10 @@ void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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}
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}
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CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level)
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CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level):
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CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "CRTOINFO", Point(centerX, centerY))
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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addUsedEvents(RCLICK);
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background = new CPicture("CRTOINFO");
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background->colorize(LOCPLINT->playerID);
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pos.w = background->pos.w;
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pos.h = background->pos.h;
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moveTo(Point(centerX - pos.w/2, centerY - pos.h/2));
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const CCreature * creature = CGI->creh->creatures[Town->creatures[level].second.back()];
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@ -284,12 +279,6 @@ CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstanc
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}
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}
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void CDwellingInfoBox::clickRight(tribool down, bool previousState)
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{
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if((!down || indeterminate(down)))
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GH.popIntTotally(this);
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}
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void CHeroGSlot::hover (bool on)
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{
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if(!on)
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@ -919,7 +908,7 @@ void CCastleBuildings::openTownHall()
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}
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CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from):
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CWindowObject("", PLAYER_COLORED | BORDERED),
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CWindowObject(PLAYER_COLORED | BORDERED),
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hall(NULL),
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fort(NULL),
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town(Town)
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@ -981,7 +970,7 @@ void CCastleInterface::close()
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else
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adventureInt->select(town);
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}
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GH.popIntTotally(this);
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CWindowObject::close();
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}
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void CCastleInterface::castleTeleport(int where)
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@ -996,7 +985,7 @@ void CCastleInterface::townChange()
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const CGTownInstance * town = this->town;// "this" is going to be deleted
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if ( dest == town )
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return;
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GH.popIntTotally(this);
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close();
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GH.pushInt(new CCastleInterface(dest, town));
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}
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@ -1330,7 +1319,7 @@ CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance *
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}
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CHallInterface::CHallInterface(const CGTownInstance *Town):
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CWindowObject(CGI->buildh->hall[Town->subID].first, PLAYER_COLORED | BORDERED),
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CWindowObject(PLAYER_COLORED | BORDERED, CGI->buildh->hall[Town->subID].first),
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town(Town)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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@ -1416,7 +1405,7 @@ std::string CBuildWindow::getTextForState(int state)
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}
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CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Building, int State, bool rightClick):
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CWindowObject("TPUBUILD", PLAYER_COLORED | (rightClick ? RCLICK_POPUP : 0)),
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CWindowObject(PLAYER_COLORED | (rightClick ? RCLICK_POPUP : 0), "TPUBUILD"),
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town(Town),
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building(Building),
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state(State)
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@ -1500,7 +1489,7 @@ std::string CFortScreen::getBgName(const CGTownInstance *town)
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}
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CFortScreen::CFortScreen(const CGTownInstance * town):
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CWindowObject(getBgName(town), PLAYER_COLORED | BORDERED)
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CWindowObject(PLAYER_COLORED | BORDERED, getBgName(town))
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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ui32 fortSize = town->creatures.size();
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@ -1678,7 +1667,7 @@ void CFortScreen::RecruitArea::clickRight(tribool down, bool previousState)
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}
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CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner):
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CWindowObject("TPMAGE", BORDERED)
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CWindowObject(BORDERED, "TPMAGE")
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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@ -1762,7 +1751,7 @@ void CMageGuildScreen::Scroll::hover(bool on)
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}
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CBlacksmithDialog::CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid):
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CWindowObject("TPSMITH", PLAYER_COLORED)
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CWindowObject(PLAYER_COLORED, "TPSMITH")
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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