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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Added advmap config options to enable/disable fading;

This commit is contained in:
Fay 2015-02-02 19:38:30 +01:00
parent 5a7a208617
commit 3c3fb0e21d
5 changed files with 9 additions and 3 deletions

View File

@ -1223,7 +1223,7 @@ bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = fals
cr.x = fx*32;
cr.y = fy*32;
TerrainTileObject toAdd(obj, cr);
if (fadein)
if (fadein && ADVOPT.objectFading)
{
auto tmp = CSDL_Ext::newSurface(bitmap->w, bitmap->h);
SDL_BlitSurface(bitmap, nullptr, tmp, nullptr); // can't be 8bpp for fading
@ -1269,7 +1269,7 @@ bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = fals
{
if (ttiles[i][j][k].objects[x].obj->id == obj->id)
{
if (fadeout) // erase delayed until end of fadeout
if (fadeout && ADVOPT.objectFading) // erase delayed until end of fadeout
{
auto bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
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()
void CTerrainRect::fadeFromCurrentView()
{
if (!ADVOPT.screenFading)
return;
if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
return;

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@ -4,7 +4,7 @@
{
"resolution": { "x": 800, "y": 600 },
"InGameConsole": { "maxInputPerLine": 60, "maxOutputPerLine": 39 },
"AdvMap": { "x": 7, "y": 7, "width": 594, "height": 546, "smoothMove": 1, "puzzleSepia": 1 },
"AdvMap": { "x": 7, "y": 7, "width": 594, "height": 546, "smoothMove": 1, "puzzleSepia": 1, "objectFading" : 1, "screenFading" : 1 },
"InfoBox": { "x": 605, "y": 389 },
"gem0": { "x": 6, "y": 508, "graphic": "agemLL.def" },
"gem1": { "x": 556, "y": 508, "graphic": "agemLR.def" },

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@ -228,6 +228,8 @@ void config::CConfigHandler::init()
current->ac.advmapH = g["AdvMap"]["height"].Float();
current->ac.smoothMove = g["AdvMap"]["smoothMove"].Float();
current->ac.puzzleSepia = g["AdvMap"]["puzzleSepia"].Float();
current->ac.screenFading = g["AdvMap"]["screenFading"].Float();
current->ac.objectFading = g["AdvMap"]["objectFading"].Float();
current->ac.infoboxX = g["InfoBox"]["x"].Float();
current->ac.infoboxY = g["InfoBox"]["y"].Float();

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@ -133,6 +133,8 @@ namespace config
int advmapX, advmapY, advmapW, advmapH;
bool smoothMove;
bool puzzleSepia;
bool screenFading;
bool objectFading;
//general properties
std::string mainGraphic;
std::string worldViewGraphic;