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Added advmap config options to enable/disable fading;
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5a7a208617
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@ -1223,7 +1223,7 @@ bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = fals
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cr.x = fx*32;
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cr.x = fx*32;
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cr.y = fy*32;
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cr.y = fy*32;
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TerrainTileObject toAdd(obj, cr);
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TerrainTileObject toAdd(obj, cr);
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if (fadein)
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if (fadein && ADVOPT.objectFading)
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{
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{
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auto tmp = CSDL_Ext::newSurface(bitmap->w, bitmap->h);
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auto tmp = CSDL_Ext::newSurface(bitmap->w, bitmap->h);
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SDL_BlitSurface(bitmap, nullptr, tmp, nullptr); // can't be 8bpp for fading
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SDL_BlitSurface(bitmap, nullptr, tmp, nullptr); // can't be 8bpp for fading
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@ -1269,7 +1269,7 @@ bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = fals
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{
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{
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if (ttiles[i][j][k].objects[x].obj->id == obj->id)
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if (ttiles[i][j][k].objects[x].obj->id == obj->id)
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{
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{
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if (fadeout) // erase delayed until end of fadeout
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if (fadeout && ADVOPT.objectFading) // erase delayed until end of fadeout
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{
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{
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auto bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
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auto bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
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auto tmp = CSDL_Ext::newSurface(bitmap->w, bitmap->h); // TODO cache these bitmaps instead of creating new ones?
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auto tmp = CSDL_Ext::newSurface(bitmap->w, bitmap->h); // TODO cache these bitmaps instead of creating new ones?
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@ -353,6 +353,8 @@ int3 CTerrainRect::tileCountOnScreen()
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void CTerrainRect::fadeFromCurrentView()
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void CTerrainRect::fadeFromCurrentView()
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{
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{
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if (!ADVOPT.screenFading)
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return;
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if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
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if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
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return;
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return;
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@ -4,7 +4,7 @@
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{
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{
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"resolution": { "x": 800, "y": 600 },
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"resolution": { "x": 800, "y": 600 },
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"InGameConsole": { "maxInputPerLine": 60, "maxOutputPerLine": 39 },
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"InGameConsole": { "maxInputPerLine": 60, "maxOutputPerLine": 39 },
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"AdvMap": { "x": 7, "y": 7, "width": 594, "height": 546, "smoothMove": 1, "puzzleSepia": 1 },
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"AdvMap": { "x": 7, "y": 7, "width": 594, "height": 546, "smoothMove": 1, "puzzleSepia": 1, "objectFading" : 1, "screenFading" : 1 },
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"InfoBox": { "x": 605, "y": 389 },
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"InfoBox": { "x": 605, "y": 389 },
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"gem0": { "x": 6, "y": 508, "graphic": "agemLL.def" },
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"gem0": { "x": 6, "y": 508, "graphic": "agemLL.def" },
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"gem1": { "x": 556, "y": 508, "graphic": "agemLR.def" },
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"gem1": { "x": 556, "y": 508, "graphic": "agemLR.def" },
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@ -228,6 +228,8 @@ void config::CConfigHandler::init()
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current->ac.advmapH = g["AdvMap"]["height"].Float();
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current->ac.advmapH = g["AdvMap"]["height"].Float();
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current->ac.smoothMove = g["AdvMap"]["smoothMove"].Float();
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current->ac.smoothMove = g["AdvMap"]["smoothMove"].Float();
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current->ac.puzzleSepia = g["AdvMap"]["puzzleSepia"].Float();
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current->ac.puzzleSepia = g["AdvMap"]["puzzleSepia"].Float();
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current->ac.screenFading = g["AdvMap"]["screenFading"].Float();
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current->ac.objectFading = g["AdvMap"]["objectFading"].Float();
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current->ac.infoboxX = g["InfoBox"]["x"].Float();
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current->ac.infoboxX = g["InfoBox"]["x"].Float();
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current->ac.infoboxY = g["InfoBox"]["y"].Float();
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current->ac.infoboxY = g["InfoBox"]["y"].Float();
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@ -133,6 +133,8 @@ namespace config
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int advmapX, advmapY, advmapW, advmapH;
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int advmapX, advmapY, advmapW, advmapH;
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bool smoothMove;
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bool smoothMove;
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bool puzzleSepia;
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bool puzzleSepia;
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bool screenFading;
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bool objectFading;
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//general properties
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//general properties
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std::string mainGraphic;
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std::string mainGraphic;
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std::string worldViewGraphic;
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std::string worldViewGraphic;
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