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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +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:
Ivan Savenko 2012-06-15 17:08:19 +00:00
parent 7a3a86b342
commit 2d8a15f27c
22 changed files with 593 additions and 804 deletions

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@ -592,6 +592,7 @@ void CMinimap::update()
OBJ_CONSTRUCTION_CAPTURING_ALL;
vstd::clear_pointer(minimap);
minimap = new CMinimapInstance(this, level);
redraw();
}
void CMinimap::setLevel(int newLevel)

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@ -505,8 +505,7 @@ void CAdvMapInt::fadventureOPtions()
void CAdvMapInt::fsystemOptions()
{
CSystemOptionsWindow * sysopWindow = new CSystemOptionsWindow(Rect::createCentered(487, 481), LOCPLINT);
GH.pushInt(sysopWindow);
GH.pushInt(new CSystemOptionsWindow());
}
void CAdvMapInt::fnextHero()
@ -1498,7 +1497,7 @@ void CAdvMapInt::adjustActiveness(bool aiTurnStart)
}
CAdventureOptions::CAdventureOptions():
CWindowObject("ADVOPTS", PLAYER_COLORED)
CWindowObject(PLAYER_COLORED, "ADVOPTS")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;

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

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@ -58,9 +58,8 @@ public:
};
/// Dwelling info box - right-click screen for dwellings
class CDwellingInfoBox : public CIntObject
class CDwellingInfoBox : public CWindowObject
{
CPicture *background;
CLabel *title;
CCreaturePic *animation;
CLabel *available;
@ -70,7 +69,6 @@ class CDwellingInfoBox : public CIntObject
std::vector<CLabel *> resAmount;
public:
CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level);
void clickRight(tribool down, bool previousState);
};
class HeroSlots;

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@ -40,8 +40,9 @@ class CCreatureArtifactInstance;
*
*/
CCreatureWindow::CCreatureWindow (const CStack &stack, int Type)
: type(Type)
CCreatureWindow::CCreatureWindow (const CStack &stack, int Type):
CWindowObject(PLAYER_COLORED | (Type < 3 ? RCLICK_POPUP : 0 ) ),
type(Type)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
if (stack.base)
@ -54,16 +55,18 @@ CCreatureWindow::CCreatureWindow (const CStack &stack, int Type)
}
}
CCreatureWindow::CCreatureWindow (const CStackInstance &stack, int Type)
: type(Type)
CCreatureWindow::CCreatureWindow (const CStackInstance &stack, int Type):
CWindowObject(PLAYER_COLORED | (Type < 3 ? RCLICK_POPUP : 0 ) ),
type(Type)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
init(&stack, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj));
}
CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount)
:type(Type)
CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount):
CWindowObject(PLAYER_COLORED | (Type < 3 ? RCLICK_POPUP : 0 ) ),
type(Type)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
@ -72,8 +75,13 @@ CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount)
delete stack;
}
CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
: type(Type), dismiss(0), upgrade(0), ok(0), dsm(Dsm)
CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui):
CWindowObject(PLAYER_COLORED | (Type < 3 ? RCLICK_POPUP : 0 ) ),
type(Type),
dismiss(0),
upgrade(0),
ok(0),
dsm(Dsm)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
init(&st, &st,dynamic_cast<const CGHeroInstance*>(st.armyObj));
@ -120,8 +128,10 @@ CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::func
}
}
CCreatureWindow::CCreatureWindow (const CCommanderInstance * Commander)
:type (COMMANDER), commander (Commander)
CCreatureWindow::CCreatureWindow (const CCommanderInstance * Commander):
CWindowObject(PLAYER_COLORED),
type(COMMANDER),
commander (Commander)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
init(commander, commander, dynamic_cast<const CGHeroInstance*>(commander->armyObj));
@ -218,11 +228,9 @@ void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *
vstd::amax(bonusRows, 1);
if (type >= COMMANDER)
bitmap = new CPicture("CommWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx");
setBackground("CommWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx");
else
bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
bitmap->colorizeAndConvert(LOCPLINT->playerID);
pos = bitmap->center();
setBackground("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
//Buttons
ok = new CAdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
@ -247,8 +255,9 @@ void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *
if (GameConstants::STACK_EXP && type < COMMANDER)
{
int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 488, 82, FONT_SMALL, Colors::Cornsilk,*bitmap);
printAtMiddle(CGI->generaltexth->zcrexp[rank] + " [" + boost::lexical_cast<std::string>(rank) + "]", 488, 62, FONT_MEDIUM, Colors::Jasmine,*bitmap);
new CLabel(488, 82, FONT_SMALL, CENTER, Colors::Cornsilk, boost::lexical_cast<std::string>(stack->experience));
new CLabel(488, 62, FONT_MEDIUM, CENTER, Colors::Jasmine,
CGI->generaltexth->zcrexp[rank] + " [" + boost::lexical_cast<std::string>(rank) + "]");
if (type > BATTLE) //we need it only on adv. map
{
@ -340,8 +349,11 @@ void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *
}
}
//print commander level
printAtMiddle(boost::lexical_cast<std::string>((ui16)(commander->level)), 488, 62, FONT_MEDIUM, Colors::Jasmine,*bitmap);
printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 488, 82, FONT_SMALL, Colors::Cornsilk,*bitmap);
new CLabel(488, 62, FONT_MEDIUM, CENTER, Colors::Jasmine,
boost::lexical_cast<std::string>((ui16)(commander->level)));
new CLabel(488, 82, FONT_SMALL, CENTER, Colors::Cornsilk,
boost::lexical_cast<std::string>(stack->experience));
}
if (creArt) //stack or commander artifacts
{
@ -370,7 +382,8 @@ void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *
boost::replace_first (spellText, "%s", CGI->spellh->spells[effect]->name);
int duration = battleStack->getBonus(Selector::source(Bonus::SPELL_EFFECT,effect))->turnsRemain;
boost::replace_first (spellText, "%d", boost::lexical_cast<std::string>(duration));
blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
new CAnimImage("SpellInt", effect + 1, 0, 20 + 52 * printed, 184);
spellEffects.push_back(new LRClickableAreaWText(Rect(20 + 52 * printed, 184, 50, 38), spellText, spellText));
if (++printed >= 10) //we can fit only 10 effects
break;
@ -395,7 +408,7 @@ void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *
void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
{
printAt(text, 162, 48 + nr*19, FONT_SMALL, Colors::Cornsilk, *bitmap);
new CLabel(162, 48 + nr*19, FONT_SMALL, TOPLEFT, Colors::Cornsilk, text);
std::string hlp;
if(range && baseVal != val)
@ -405,7 +418,7 @@ void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, in
else
hlp = boost::lexical_cast<std::string>(baseVal);
printTo(hlp, 325, 64 + nr*19, FONT_SMALL, Colors::Cornsilk, *bitmap);
new CLabel(325, 64 + nr*19, FONT_SMALL, BOTTOMRIGHT, Colors::Cornsilk, hlp);
}
void CCreatureWindow::recreateSkillList(int Pos)
@ -445,7 +458,7 @@ void CCreatureWindow::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
printAtMiddle ((type >= COMMANDER? c->nameSing : c->namePl), 180, 30, FONT_SMALL, Colors::Jasmine, *bitmap); //creature name
printAtMiddleLoc((type >= COMMANDER ? c->nameSing : c->namePl), 180, 30, FONT_SMALL, Colors::Jasmine, to); //creature name
printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->Attack());
printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->Defense());
@ -459,13 +472,13 @@ void CCreatureWindow::showAll(SDL_Surface * to)
}
if (stackNode->valOfBonuses(Bonus::CASTS))
{
printAtMiddle(CGI->generaltexth->allTexts[399], 356, 62, FONT_SMALL, Colors::Cornsilk,*bitmap);
printAtMiddleLoc(CGI->generaltexth->allTexts[399], 356, 62, FONT_SMALL, Colors::Cornsilk, to);
std::string casts;
if (type == BATTLE)
casts = boost::lexical_cast<std::string>((ui16)dynamic_cast<const CStack*>(stackNode)->casts); //ui8 is converted to char :(
else
casts = boost::lexical_cast<std::string>(stackNode->valOfBonuses(Bonus::CASTS));
printAtMiddle(casts, 356, 82, FONT_SMALL, Colors::Cornsilk,*bitmap);
printAtMiddleLoc(casts, 356, 82, FONT_SMALL, Colors::Cornsilk, to);
}
//TODO
@ -549,19 +562,6 @@ void CCreatureWindow::artifactMoved (const ArtifactLocation &artLoc, const Artif
artifactRemoved (artLoc); //same code
}
void CCreatureWindow::clickRight(tribool down, bool previousState)
{
if(down)
return;
if (type < 3)
close();
}
void CCreatureWindow::close()
{
GH.popIntTotally(this);
}
CCreatureWindow::~CCreatureWindow()
{
for (int i=0; i<upgResCost.size(); ++i)
@ -611,7 +611,8 @@ void CCreInfoWindow::show(SDL_Surface * to)
creatureCount->showAll(to);
}
CCreInfoWindow::CCreInfoWindow(const CStackInstance &stack, bool LClicked, boost::function<void()> upgradeFunc, boost::function<void()> dismissFunc, UpgradeInfo *upgradeInfo)
CCreInfoWindow::CCreInfoWindow(const CStackInstance &stack, bool LClicked, boost::function<void()> upgradeFunc, boost::function<void()> dismissFunc, UpgradeInfo *upgradeInfo):
CWindowObject(PLAYER_COLORED | (LClicked ? 0 : RCLICK_POPUP), "CRSTKPU")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
init(stack.type, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj), stack.count, LClicked);
@ -660,14 +661,16 @@ CCreInfoWindow::CCreInfoWindow(const CStackInstance &stack, bool LClicked, boost
}
}
CCreInfoWindow::CCreInfoWindow(int creatureID, bool LClicked, int creatureCount)
CCreInfoWindow::CCreInfoWindow(int creatureID, bool LClicked, int creatureCount):
CWindowObject(PLAYER_COLORED | (LClicked ? 0 : RCLICK_POPUP), "CRSTKPU")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
const CCreature *creature = CGI->creh->creatures[creatureID];
init(creature, NULL, NULL, creatureCount, LClicked);
}
CCreInfoWindow::CCreInfoWindow(const CStack &stack, bool LClicked)
CCreInfoWindow::CCreInfoWindow(const CStack &stack, bool LClicked):
CWindowObject(PLAYER_COLORED | (LClicked ? 0 : RCLICK_POPUP), "CRSTKPU")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
init(stack.getCreature(), &stack, stack.getMyHero(), stack.count, LClicked);
@ -705,10 +708,6 @@ void CCreInfoWindow::init(const CCreature *creature, const CBonusSystemNode *sta
if(!stackNode)
stackNode = creature;
background = new CPicture("CRSTKPU");
background->colorize(LOCPLINT->playerID);
pos = background->center();
animation = new CCreaturePic(21, 48, creature);
std::string countStr = boost::lexical_cast<std::string>(count);
@ -763,16 +762,6 @@ void CCreInfoWindow::init(const CCreature *creature, const CBonusSystemNode *sta
}
}
void CCreInfoWindow::close()
{
GH.popIntTotally(this);
}
void CCreInfoWindow::clickRight(tribool down, bool previousState)
{
close();
}
CIntObject * createCreWindow(
const CStack *s, bool lclick/* = false*/)
{

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@ -37,7 +37,7 @@ class CLabel;
class CAnimImage;
// New creature window
class CCreatureWindow : public CArtifactHolder
class CCreatureWindow : public CWindowObject, public CArtifactHolder
{
public:
enum CreWinType {OTHER = 0, BATTLE = 1, ARMY = 2, HERO = 3, COMMANDER = 4, COMMANDER_LEVEL_UP = 5}; // > 3 are opened permanently
@ -57,7 +57,6 @@ public:
std::vector<CBonusItem*> bonusItems;
std::vector<LRClickableAreaWText*> spellEffects;
CPicture *bitmap; //background
CCreaturePic *anim; //related creature's animation
MoraleLuckBox *luck, *morale;
LRClickableAreaWTextComp * expArea; //displays exp details
@ -87,8 +86,6 @@ public:
void showAll(SDL_Surface * to);
void show(SDL_Surface * to);
void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
void close();
void clickRight(tribool down, bool previousState); //call-in
void sliderMoved(int newpos);
~CCreatureWindow(); //d-tor
@ -113,10 +110,9 @@ public:
};
/// original creature info window
class CCreInfoWindow : public CIntObject
class CCreInfoWindow : public CWindowObject
{
public:
CPicture * background;
CLabel * creatureCount;
CLabel * creatureName;
CLabel * abilityText;
@ -138,8 +134,6 @@ public:
void init(const CCreature * cre, const CBonusSystemNode * stackNode, const CGHeroInstance * heroOwner, int creatureCount, bool LClicked);
void printLine(int nr, const std::string & text, int baseVal, int val = -1, bool range = false);
void clickRight(tribool down, bool previousState);
void close();
void show(SDL_Surface * to);
};

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@ -90,24 +90,21 @@ CHeroSwitcher::CHeroSwitcher(Point _pos, const CGHeroInstance * _hero):
pos.h = image->pos.h;
}
CHeroWindow::CHeroWindow(const CGHeroInstance *hero)
: heroWArt(this, hero)
CHeroWindow::CHeroWindow(const CGHeroInstance *hero):
CWindowObject(PLAYER_COLORED, "HeroScr4"),
heroWArt(this, hero)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
garr = nullptr;
curHero = hero;
listSelection = nullptr;
background = new CPicture("HeroScr4.BMP");
background->colorize(LOCPLINT->playerID);
pos = background->center();
new CAnimImage("CREST58", LOCPLINT->playerID, 0, 606, 8);
//artifs = new CArtifactsOfHero(pos.topLeft(), true);
ourBar = new CGStatusBar(7, 559, "ADROLLVR.bmp", 660); // new CStatusBar(pos.x+72, pos.y+567, "ADROLLVR.bmp", 660);
quitButton = new CAdventureMapButton(CGI->generaltexth->heroscrn[17], std::string(),boost::bind(&CHeroWindow::quit,this), 609, 516, "hsbtns.def", SDLK_RETURN);
quitButton = new CAdventureMapButton(CGI->generaltexth->heroscrn[17], std::string(),boost::bind(&CHeroWindow::close,this), 609, 516, "hsbtns.def", SDLK_RETURN);
quitButton->assignedKeys.insert(SDLK_ESCAPE);
dismissButton = new CAdventureMapButton(std::string(), CGI->generaltexth->heroscrn[28], boost::bind(&CHeroWindow::dismissCurrent,this), 454, 429, "hsbtns2.def", SDLK_d);
questlogButton = new CAdventureMapButton(CGI->generaltexth->heroscrn[0], std::string(), boost::bind(&CHeroWindow::questlog,this), 314, 429, "hsbtns4.def", SDLK_q);
@ -281,14 +278,9 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded /*= fals
redraw();
}
void CHeroWindow::quit()
{
GH.popIntTotally(this);
}
void CHeroWindow::dismissCurrent()
{
CFunctionList<void()> ony = boost::bind(&CHeroWindow::quit,this);
CFunctionList<void()> ony = boost::bind(&CHeroWindow::close,this);
ony += boost::bind(&CCallback::dismissHero,LOCPLINT->cb,curHero);
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[22], ony, 0, false);
}

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@ -1,7 +1,8 @@
#pragma once
#include "../lib/HeroBonus.h"
#include "UIFramework/CIntObjectClasses.h"
#include "GUIClasses.h"
//#include "CPlayerInterface.h"
@ -48,9 +49,8 @@ public:
const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const OVERRIDE;
};
class CHeroWindow: public CWindowWithGarrison, public CWindowWithArtifacts
class CHeroWindow: public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
{
CPicture *background;
CGStatusBar * ourBar; //heroWindow's statusBar
//buttons
@ -85,7 +85,6 @@ public:
void update(const CGHeroInstance * hero, bool redrawNeeded = false); //sets main displayed hero
void showAll(SDL_Surface * to);
void quit(); //stops displaying hero window and disposes
void dismissCurrent(); //dissmissed currently displayed hero (curHero)
void questlog(); //show quest log in hero window
void commanderWindow();

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@ -462,12 +462,10 @@ bool InfoBoxCustom::prepareMessage(std::string &text, CComponent **comp)
return false;
}
CKingdomInterface::CKingdomInterface()
CKingdomInterface::CKingdomInterface():
CWindowObject(PLAYER_COLORED | BORDERED, conf.go()->ac.overviewBg)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
background = new CPicture(conf.go()->ac.overviewBg);
background->colorize(LOCPLINT->playerID);
pos = background->center();
ui32 footerPos = conf.go()->ac.overviewSize * 116;
tabArea = new CTabbedInt(boost::bind(&CKingdomInterface::createMainTab, this, _1), CTabbedInt::DestroyFunc(), Point(4,4));
@ -618,7 +616,7 @@ void CKingdomInterface::generateButtons()
boost::bind(&CKingdomInterface::activateTab, this, 1),748,64+footerPos,"OVBUTN6.DEF", SDLK_t);
btnExit = new CAdventureMapButton (CGI->generaltexth->allTexts[600],"",
boost::bind(&CGuiHandler::popIntTotally,&GH, this),748,99+footerPos,"OVBUTN1.DEF", SDLK_RETURN);
boost::bind(&CKingdomInterface::close, this),748,99+footerPos,"OVBUTN1.DEF", SDLK_RETURN);
btnExit->assignedKeys.insert(SDLK_ESCAPE);
btnExit->setOffset(3);

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@ -194,7 +194,7 @@ public:
////////////////////////////////////////////////////////////////////////////////
/// Class which holds all parts of kingdom overview window
class CKingdomInterface : public CGarrisonHolder, public CArtifactHolder
class CKingdomInterface : public CWindowObject, public CGarrisonHolder, public CArtifactHolder
{
private:
struct OwnedObjectInfo
@ -207,7 +207,6 @@ private:
CListBox * dwellingsList;
CTabbedInt * tabArea;
CPicture * background;
//Main buttons
CAdventureMapButton *btnTowns;
@ -302,7 +301,7 @@ public:
};
/// Tab with all hero-specific data
class CKingdHeroList : public CGarrisonHolder, public CWindowWithArtifacts
class CKingdHeroList : public CIntObject, public CGarrisonHolder, public CWindowWithArtifacts
{
private:
CArtifactsOfHero::SCommonPart artsCommonPart;

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@ -382,7 +382,7 @@ void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
void CPlayerInterface::openTownWindow(const CGTownInstance * town)
{
if (castleInt)
GH.popIntTotally(castleInt);
castleInt->close();
castleInt = new CCastleInterface(town);
GH.pushInt(castleInt);
}
@ -1295,11 +1295,9 @@ void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembl
text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
// Picture of assembled artifact at bottom.
CComponent* sc = new CComponent;
sc->type = CComponent::artifact;
sc->subtype = assembledArtifact.id;
sc->description = assembledArtifact.Description();
sc->subtitle = assembledArtifact.Name();
CComponent* sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
//sc->description = assembledArtifact.Description();
//sc->subtitle = assembledArtifact.Name();
scs.push_back(sc);
} else {
// Do you wish to disassemble this artifact?
@ -2314,10 +2312,9 @@ void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
EVENT_HANDLER_CALLED_BY_CLIENT;
BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
{
if(isa->type & IShowActivatable::WITH_ARTIFACTS)
{
(dynamic_cast<CArtifactHolder*>(isa))->artifactRemoved(al);
}
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
if(artWin)
artWin->artifactRemoved(al);
}
}
@ -2326,10 +2323,9 @@ void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const Artifact
EVENT_HANDLER_CALLED_BY_CLIENT;
BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
{
if(isa->type & IShowActivatable::WITH_ARTIFACTS)
{
(dynamic_cast<CArtifactHolder*>(isa))->artifactMoved(src, dst);
}
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
if(artWin)
artWin->artifactMoved(src, dst);
}
}
@ -2338,10 +2334,9 @@ void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
EVENT_HANDLER_CALLED_BY_CLIENT;
BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
{
if(isa->type & IShowActivatable::WITH_ARTIFACTS)
{
(dynamic_cast<CArtifactHolder*>(isa))->artifactAssembled(al);
}
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
if(artWin)
artWin->artifactAssembled(al);
}
}
@ -2350,10 +2345,9 @@ void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
EVENT_HANDLER_CALLED_BY_CLIENT;
BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
{
if(isa->type & IShowActivatable::WITH_ARTIFACTS)
{
(dynamic_cast<CArtifactHolder*>(isa))->artifactDisassembled(al);
}
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
if(artWin)
artWin->artifactDisassembled(al);
}
}

View File

@ -70,7 +70,8 @@ void SpellbookInteractiveArea::hover(bool on)
}
}
CSpellWindow::CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells):
CSpellWindow::CSpellWindow(const SDL_Rect &, const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells):
CWindowObject(PLAYER_COLORED, "SpelBack"),
battleSpellsOnly(openOnBattleSpells),
selectedTab(4),
currentPage(0),
@ -145,10 +146,6 @@ CSpellWindow::CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * _myHe
//numbers of spell pages computed
pos = myRect;
background = BitmapHandler::loadBitmap("SpelBack.bmp");
graphics->blueToPlayersAdv(background, myHero->tempOwner);
leftCorner = BitmapHandler::loadBitmap("SpelTrnL.bmp", true);
rightCorner = BitmapHandler::loadBitmap("SpelTrnR.bmp", true);
spells = CDefHandler::giveDef("Spells.def");
@ -221,7 +218,6 @@ CSpellWindow::CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * _myHe
CSpellWindow::~CSpellWindow()
{
SDL_FreeSurface(background);
SDL_FreeSurface(leftCorner);
SDL_FreeSurface(rightCorner);
delete spells;
@ -320,7 +316,7 @@ void CSpellWindow::fRcornerb()
void CSpellWindow::showAll(SDL_Surface * to)
{
CSDL_Ext::blitSurface(background, NULL, to, &pos);
CWindowObject::showAll(to);
blitAt(spellTab->ourImages[selectedTab].bitmap, 524 + pos.x, 88 + pos.y, to);
std::ostringstream mana;

View File

@ -1,6 +1,7 @@
#pragma once
#include "UIFramework/CIntObject.h"
#include "UIFramework/CIntObjectClasses.h"
/*
* CSpellWindow.h, part of VCMI engine
@ -38,7 +39,7 @@ public:
};
/// The spell window
class CSpellWindow : public CIntObject
class CSpellWindow : public CWindowObject
{
private:
class SpellArea : public CIntObject
@ -60,7 +61,7 @@ private:
void showAll(SDL_Surface * to);
};
SDL_Surface * background, * leftCorner, * rightCorner;
SDL_Surface * leftCorner, * rightCorner;
CDefHandler * spells, //pictures of spells
* spellTab, //school select
* schools, //schools' pictures

File diff suppressed because it is too large Load Diff

View File

@ -196,7 +196,6 @@ public:
void init(Etype Type, int Subtype, int Val);
CComponent(Etype Type, int Subtype, int Val); //c-tor
CComponent(const Component &c); //c-tor
CComponent(); //c-tor
void clickRight(tribool down, bool previousState); //call-in
};
@ -324,16 +323,15 @@ public:
class CCreaturePic : public CIntObject
{
private:
CPicture *bg; //background
CPicture *bg;
CCreatureAnim *anim; //displayed animation
public:
CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
~CCreaturePic(); //d-tor
};
/// Recruitment window where you can recruit creatures
class CRecruitmentWindow : public CIntObject
class CRecruitmentWindow : public CWindowObject
{
public:
static const int SPACE_BETWEEN = 18;
@ -352,7 +350,6 @@ public:
boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
CSlider *slider; //for selecting amount
CAdventureMapButton *max, *buy, *cancel;
CPicture *bitmap; //background
CGStatusBar *bar;
int which; //which creature is active
@ -360,7 +357,6 @@ public:
int level;
const CArmedInstance *dst;
void close();
void Max();
void Buy();
void Cancel();
@ -370,7 +366,6 @@ public:
void showAll(SDL_Surface * to);
void initCres();
CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
~CRecruitmentWindow(); //d-tor
};
/// Split window where creatures can be splitted up into two single unit stacks
@ -405,22 +400,15 @@ public:
};
/// Raised up level windowe where you can select one out of two skills
class CLevelWindow : public CIntObject
class CLevelWindow : public CWindowObject
{
public:
int heroPortrait;
SDL_Surface *bitmap; //background
std::vector<CSelectableComponent *> comps; //skills to select
CAdventureMapButton *ok;
boost::function<void(ui32)> cb;
void close();
CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback); //c-tor
~CLevelWindow(); //d-tor
void activate();
void deactivate();
void selectionChanged(unsigned to);
void show(SDL_Surface * to);
};
/// Resource bar like that at the bottom of the adventure map screen
@ -435,7 +423,7 @@ public:
};
/// Town portal, castle gate window
class CObjectListWindow : public CIntObject
class CObjectListWindow : public CWindowObject
{
class CItem : public CIntObject
{
@ -455,7 +443,6 @@ class CObjectListWindow : public CIntObject
CLabel * descr;
CListBox *list;
CPicture *bg; //background
CPicture *titleImage;//title image (castle gate\town portal picture)
CAdventureMapButton *ok, *exit;
@ -478,7 +465,7 @@ public:
void keyPressed (const SDL_KeyboardEvent & key);
};
class CArtifactHolder : public virtual CIntObject
class CArtifactHolder
{
public:
CArtifactHolder();
@ -500,7 +487,7 @@ public:
void artifactAssembled(const ArtifactLocation &artLoc);
};
class CTradeWindow : public CWindowWithArtifacts //base for markets and altar of sacrifice
class CTradeWindow : public CWindowObject, public CWindowWithArtifacts //base for markets and altar of sacrifice
{
public:
enum EType
@ -538,7 +525,6 @@ public:
const IMarket *market;
const CGHeroInstance *hero;
CPicture *bg; //background
CArtifactsOfHero *arts;
//all indexes: 1 = left, 0 = right
@ -551,7 +537,7 @@ public:
CSlider *slider; //for choosing amount to be exchanged
bool readyToTrade;
CTradeWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c
CTradeWindow(std::string bgName, const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c
void showAll(SDL_Surface * to);
@ -578,6 +564,8 @@ public:
class CMarketplaceWindow : public CTradeWindow
{
bool printButtonFor(EMarketMode::EMarketMode M) const;
std::string getBackgroundForMode(EMarketMode::EMarketMode mode);
public:
int r1, r2; //suggested amounts of traded resources
bool madeTransaction; //if player made at least one transaction
@ -644,13 +632,12 @@ public:
void moveFromSlotToAltar(int slotID, CTradeableItem* altarSlot, const CArtifactInstance *art);
};
class CSystemOptionsWindow : public CIntObject
class CSystemOptionsWindow : public CWindowObject
{
private:
CLabel *title;
CLabelGroup *leftGroup;
CLabelGroup *rightGroup;
CPicture * bg; //background of window
CAdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
CHighlightableButtonsGroup * heroMoveSpeed;
CHighlightableButtonsGroup * mapScrollSpeed;
@ -689,10 +676,10 @@ private:
void pushSDLEvent(int type, int usercode);
public:
CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor
CSystemOptionsWindow(); //c-tor
};
class CTavernWindow : public CIntObject
class CTavernWindow : public CWindowObject
{
public:
class HeroPortrait : public CIntObject
@ -714,7 +701,6 @@ public:
} *h1, *h2; //recruitable heroes
CPicture *bg; //background
CGStatusBar *bar; //tavern's internal status bar
int selected;//0 (left) or 1 (right)
int oldSelected;//0 (left) or 1 (right)
@ -726,7 +712,6 @@ public:
~CTavernWindow(); //d-tor
void recruitb();
void close();
void thievesguildb();
void show(SDL_Surface * to);
};
@ -924,9 +909,8 @@ public:
~CGarrisonWindow(); //d-tor
};
class CExchangeWindow : public CWindowWithGarrison, public CWindowWithArtifacts
class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
{
CPicture *background;
CGStatusBar * ourBar; //internal statusbar
CAdventureMapButton * quit, * questlogButton[2];
@ -945,7 +929,6 @@ public:
const CGHeroInstance* heroInst[2];
CArtifactsOfHero * artifs[2];
void close();
void showAll(SDL_Surface * to);
void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
@ -957,11 +940,10 @@ public:
};
/// Here you can buy ships
class CShipyardWindow : public CIntObject
class CShipyardWindow : public CWindowObject
{
public:
CGStatusBar *bar;
CPicture *bg; //background
CPicture *bgWater;
CLabel *title;
@ -979,27 +961,25 @@ public:
};
/// Puzzle screen which gets uncovered when you visit obilisks
class CPuzzleWindow : public CIntObject
class CPuzzleWindow : public CWindowObject
{
private:
SDL_Surface * background;
CAdventureMapButton * quitb;
CResDataBar * resdatabar;
int3 grailPos;
std::vector<std::pair<SDL_Surface *, const SPuzzleInfo *> > puzzlesToPullBack;
ui8 animCount;
CAdventureMapButton * quitb;
std::vector<CPicture * > piecesToRemove;
ui8 currentAlpha;
public:
void activate();
void deactivate();
void showAll(SDL_Surface * to);
void show(SDL_Surface * to);
CPuzzleWindow(const int3 &grailPos, double discoveredRatio);
~CPuzzleWindow();
};
/// Creature transformer window
class CTransformerWindow : public CIntObject
class CTransformerWindow : public CWindowObject
{
public:
class CItem : public CIntObject
@ -1015,13 +995,11 @@ public:
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
CItem(CTransformerWindow * _parent, int _size, int _id);
~CItem();
};
const CArmedInstance *army;//object with army for transforming (hero or town)
const CGHeroInstance *hero;//only if we have hero in town
const CGTownInstance *town;//market, town garrison is used if hero == NULL
CPicture *bg; //background
std::vector<CItem*> items;
CAdventureMapButton *all, *convert, *cancel;
@ -1030,10 +1008,9 @@ public:
void makeDeal();
void addAll();
CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
~CTransformerWindow(); //d-tor
};
class CUniversityWindow : public CIntObject
class CUniversityWindow : public CWindowObject
{
class CItem : public CAnimImage
{
@ -1054,22 +1031,19 @@ public:
const IMarket * market;
CPicture * green, * yellow, * red;//colored bars near skills
CPicture *bg; //background
std::vector<CItem*> items;
CAdventureMapButton *cancel;
CGStatusBar *bar;
CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
~CUniversityWindow(); //d-tor
};
/// Confirmation window for University
class CUnivConfirmWindow : public CIntObject
class CUnivConfirmWindow : public CWindowObject
{
public:
CUniversityWindow * parent;
CPicture * bg;
CGStatusBar *bar;
CAdventureMapButton *confirm, *cancel;
@ -1078,14 +1052,13 @@ public:
};
/// Hill fort is the building where you can upgrade units
class CHillFortWindow : public CIntObject, public CWindowWithGarrison
class CHillFortWindow : public CWindowObject, public CWindowWithGarrison
{
public:
int slotsCount;//=7;
CGStatusBar * bar;
CDefEssential *resources;
CPicture *bg; //background surface
CHeroArea *heroPic;//clickable hero image
CAdventureMapButton *quit,//closes window
*upgradeAll,//upgrade all creatures
@ -1098,7 +1071,6 @@ public:
TResources totalSumm; // totalSum[resource ID] = value
CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
~CHillFortWindow(); //d-tor
void activate();
void showAll (SDL_Surface *to);
@ -1109,21 +1081,15 @@ public:
void updateGarrisons();//update buttons after garrison changes
};
class CThievesGuildWindow : public CIntObject
class CThievesGuildWindow : public CWindowObject
{
const CGObjectInstance * owner;
CGStatusBar * statusBar;
CAdventureMapButton * exitb;
SDL_Surface * background;
CMinorResDataBar * resdatabar;
public:
void activate();
void show(SDL_Surface * to);
void bexitf();
CThievesGuildWindow(const CGObjectInstance * _owner);
~CThievesGuildWindow();
};

View File

@ -53,7 +53,7 @@ class IShowActivatable : public IShowable, public IActivatable
{
public:
//redraw parent flag - this int may be semi-transparent and require redraw of parent window
enum {WITH_GARRISON = 1, BLOCK_ADV_HOTKEYS = 2, WITH_ARTIFACTS = 4, REDRAW_PARENT=8};
enum {BLOCK_ADV_HOTKEYS = 2, REDRAW_PARENT=8};
int type; //bin flags using etype
IShowActivatable();
virtual ~IShowActivatable(){}; //d-tor

View File

@ -131,6 +131,11 @@ void CPicture::convertToScreenBPP()
SDL_FreeSurface(hlp);
}
void CPicture::setAlpha(int value)
{
SDL_SetAlpha(bg, SDL_SRCALPHA, value);
}
void CPicture::scaleTo(Point size)
{
SDL_Surface * scaled = CSDL_Ext::scaleSurface(bg, size.x, size.y);
@ -1239,7 +1244,7 @@ CTextBox::CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts F
pos.h = rect.h;
pos.w = rect.w;
assert(Align == TOPLEFT || Align == CENTER); //TODO: support for other alignments
assert(pos.w >= 80); //we need some space
assert(pos.w >= 40); //we need some space
setTxt(Text);
}
@ -1590,7 +1595,7 @@ void CFocusable::moveFocus()
}
}
CWindowObject::CWindowObject(std::string imageName, int options_, Point centerAt):
CWindowObject::CWindowObject(int options_, std::string imageName, Point centerAt):
CIntObject(getUsedEvents(options_), Point()),
options(options_),
background(createBg(imageName, options & PLAYER_COLORED))
@ -1602,9 +1607,11 @@ CWindowObject::CWindowObject(std::string imageName, int options_, Point centerAt
if (background)
pos = background->center(centerAt);
else
center(centerAt);
}
CWindowObject::CWindowObject(std::string imageName, int options_):
CWindowObject::CWindowObject(int options_, std::string imageName):
CIntObject(getUsedEvents(options_), Point()),
options(options_),
background(createBg(imageName, options & PLAYER_COLORED))
@ -1616,6 +1623,8 @@ CWindowObject::CWindowObject(std::string imageName, int options_):
if (background)
pos = background->center();
else
center(Point(screen->w/2, screen->h/2));
}
CPicture * CWindowObject::createBg(std::string imageName, bool playerColored)
@ -1631,6 +1640,17 @@ CPicture * CWindowObject::createBg(std::string imageName, bool playerColored)
return image;
}
void CWindowObject::setBackground(std::string filename)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
delete background;
background = createBg(filename, options & PLAYER_COLORED);
if (background)
pos = background->center(Point(pos.w/2 + pos.x, pos.h/2 + pos.y));
}
int CWindowObject::getUsedEvents(int options)
{
if (options & RCLICK_POPUP)

View File

@ -54,6 +54,10 @@ public:
~CPicture();
void init();
//set alpha value for whole surface. Note: may be messed up if surface is shared
// 0=transparent, 255=opaque
void setAlpha(int value);
void scaleTo(Point size);
void createSimpleRect(const Rect &r, bool screenFormat, ui32 color);
void show(SDL_Surface * to);
@ -463,7 +467,6 @@ public:
};
/// Basic class for windows
// TODO: status bar?
class CWindowObject : public CIntObject
{
CPicture * createBg(std::string imageName, bool playerColored);
@ -480,6 +483,8 @@ protected:
void clickRight(tribool down, bool previousState);
//To display border
void showAll(SDL_Surface *to);
//change or set background image
void setBackground(std::string filename);
public:
enum EOptions
{
@ -489,10 +494,10 @@ public:
};
/*
* imageName - name for background image, can be empty
* options - EOpions enum
* imageName - name for background image, can be empty
* centerAt - position of window center. Default - center of the screen
*/
CWindowObject(std::string imageName, int options, Point centerAt);
CWindowObject(std::string imageName, int options);
CWindowObject(int options, std::string imageName, Point centerAt);
CWindowObject(int options, std::string imageName = "");
};

View File

@ -26,7 +26,14 @@ SDL_Color Colors::createColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a /*= 0*/)
SDL_Surface * CSDL_Ext::newSurface(int w, int h, SDL_Surface * mod) //creates new surface, with flags/format same as in surface given
{
return SDL_CreateRGBSurface(mod->flags,w,h,mod->format->BitsPerPixel,mod->format->Rmask,mod->format->Gmask,mod->format->Bmask,mod->format->Amask);
SDL_Surface * ret = SDL_CreateRGBSurface(mod->flags,w,h,mod->format->BitsPerPixel,mod->format->Rmask,mod->format->Gmask,mod->format->Bmask,mod->format->Amask);
if (mod->format->palette)
{
assert(ret->format->palette);
assert(ret->format->palette->ncolors == mod->format->palette->ncolors);
memcpy(ret->format->palette->colors, mod->format->palette->colors, mod->format->palette->ncolors * sizeof(SDL_Color));
}
return ret;
}
SDL_Surface * CSDL_Ext::copySurface(SDL_Surface * mod) //returns copy of given surface
@ -1112,6 +1119,50 @@ void CSDL_Ext::applyEffect( SDL_Surface * surf, const SDL_Rect * rect, int mode
}
}
template<int bpp>
void scaleSurfaceFastInternal(SDL_Surface *surf, SDL_Surface *ret)
{
const float factorX = float(surf->w) / float(ret->w),
factorY = float(surf->h) / float(ret->h);
for(int y = 0; y < ret->h; y++)
{
for(int x = 0; x < ret->w; x++)
{
//coordinates we want to calculate
int origX = floor(factorX * x),
origY = floor(factorY * y);
// Get pointers to source pixels
Uint8 *srcPtr = (Uint8*)surf->pixels + origY * surf->pitch + origX * bpp;
Uint8 *destPtr = (Uint8*)ret->pixels + y * ret->pitch + x * bpp;
memcpy(destPtr, srcPtr, bpp);
}
}
}
SDL_Surface * CSDL_Ext::scaleSurfaceFast(SDL_Surface *surf, int width, int height)
{
if (!surf || !width || !height)
return nullptr;
//Same size? return copy - this should more be faster
if (width == surf->w && height == surf->h)
return copySurface(surf);
SDL_Surface *ret = newSurface(width, height, surf);
switch(surf->format->BytesPerPixel)
{
case 1: scaleSurfaceFastInternal<1>(surf, ret); break;
case 2: scaleSurfaceFastInternal<2>(surf, ret); break;
case 3: scaleSurfaceFastInternal<3>(surf, ret); break;
case 4: scaleSurfaceFastInternal<4>(surf, ret); break;
}
return ret;
}
template<int bpp>
void scaleSurfaceInternal(SDL_Surface *surf, SDL_Surface *ret)
{
@ -1123,8 +1174,8 @@ void scaleSurfaceInternal(SDL_Surface *surf, SDL_Surface *ret)
for(int x = 0; x < ret->w; x++)
{
//coordinates we want to interpolate
float origX = x * factorX,
origY = y * factorY;
float origX = factorX * x,
origY = factorY * y;
float x1 = floor(origX), x2 = floor(origX+1),
y1 = floor(origY), y2 = floor(origY+1);
@ -1168,11 +1219,7 @@ SDL_Surface * CSDL_Ext::scaleSurface(SDL_Surface *surf, int width, int height)
return nullptr;
if (surf->format->palette)
{
//it is possible implement but only to power of 2 sizes. May be needed for view world spells
tlog0 << "scale surface error: Can't scale indexed surface!\n";
return nullptr;
}
return scaleSurfaceFast(surf, width, height);
//Same size? return copy - this should more be faster
if (width == surf->w && height == surf->h)

View File

@ -174,7 +174,10 @@ namespace CSDL_Ext
SDL_Surface * createSurfaceWithBpp(int width, int height); //create surface with give bits per pixels value
void VflipSurf(SDL_Surface * surf); //fluipis given surface by vertical axis
//scale surface to required size. Won't work with indexed surfaces
//scale surface to required size.
//nearest neighbour algorithm
SDL_Surface * scaleSurfaceFast(SDL_Surface *surf, int width, int height);
// bilinear filtering. Uses fallback to scaleSurfaceFast in case of indexed surfaces
SDL_Surface * scaleSurface(SDL_Surface *surf, int width, int height);
template<int bpp>

View File

@ -2118,13 +2118,13 @@ struct statsHLP
{
typedef std::pair< ui8, si64 > TStat;
//converts [<player's color, value>] to vec[place] -> platers
static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
static std::vector< std::vector< ui8 > > getRank( std::vector<TStat> stats )
{
std::sort(stats.begin(), stats.end(), statsHLP());
//put first element
std::vector< std::list<ui8> > ret;
std::list<ui8> tmp;
std::vector< std::vector<ui8> > ret;
std::vector<ui8> tmp;
tmp.push_back( stats[0].first );
ret.push_back( tmp );
@ -2138,7 +2138,7 @@ struct statsHLP
else
{
//create next occupied rank
std::list<ui8> tmp;
std::vector<ui8> tmp;
tmp.push_back(stats[g].first);
ret.push_back(tmp);
}

View File

@ -143,7 +143,7 @@ struct DLL_LINKAGE SThievesGuildInfo
{
std::vector<ui8> playerColors; //colors of players that are in-game
std::vector< std::list< ui8 > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players]
std::vector< std::vector< ui8 > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players]
std::map<ui8, InfoAboutHero> colorToBestHero; //maps player's color to his best heros'