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dim adventuremap

This commit is contained in:
Michael 2023-08-29 22:22:22 +02:00 committed by GitHub
parent 695a51d8c8
commit 40c7ddcaf4
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 21 additions and 2 deletions

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@ -24,6 +24,9 @@
#include "../mapView/mapHandler.h"
#include "../mapView/MapView.h"
#include "../windows/InfoWindows.h"
#include "../windows/CCastleInterface.h"
#include "../windows/CHeroWindow.h"
#include "../windows/CKingdomInterface.h"
#include "../CGameInfo.h"
#include "../gui/CursorHandler.h"
#include "../gui/CGuiHandler.h"
@ -153,15 +156,25 @@ void AdventureMapInterface::deactivate()
void AdventureMapInterface::showAll(Canvas & to)
{
CIntObject::showAll(to);
dim(to);
LOCPLINT->cingconsole->show(to);
}
void AdventureMapInterface::show(Canvas & to)
{
CIntObject::show(to);
dim(to);
LOCPLINT->cingconsole->show(to);
}
void AdventureMapInterface::dim(Canvas & to)
{
if(!GH.windows().findWindows<CCastleInterface>().empty() ||
!GH.windows().findWindows<CHeroWindow>().empty() ||
!GH.windows().findWindows<CKingdomInterface>().empty())
to.drawColor(Rect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y), ColorRGBA(0, 0, 0, 128));
}
void AdventureMapInterface::tick(uint32_t msPassed)
{
handleMapScrollingUpdate(msPassed);

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@ -89,6 +89,9 @@ private:
/// casts current spell at specified location
void performSpellcasting(const int3 & castTarget);
/// dim interface if some windows opened
void dim(Canvas & to);
protected:
/// CIntObject interface implementation

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@ -93,7 +93,7 @@ public:
/// renders multiple lines of text with specified parameters
void drawText(const Point & position, const EFonts & font, const ColorRGBA & colorDest, ETextAlignment alignment, const std::vector<std::string> & text );
/// fills selected area with solid color, ignoring any transparency
/// fills selected area with solid color
void drawColor(const Rect & target, const ColorRGBA & color);
/// Compatibility method. AVOID USAGE. To be removed once SDL abstraction layer is finished.

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@ -804,7 +804,10 @@ void CSDL_Ext::fillRect( SDL_Surface *dst, const Rect & dstrect, const SDL_Color
SDL_Rect newRect = CSDL_Ext::toSDL(dstrect);
uint32_t sdlColor = SDL_MapRGBA(dst->format, color.r, color.g, color.b, color.a);
SDL_FillRect(dst, &newRect, sdlColor);
SDL_Surface * tmp = SDL_CreateRGBSurface(0, newRect.w, newRect.h, dst->format->BitsPerPixel, dst->format->Rmask, dst->format->Gmask, dst->format->Bmask, dst->format->Amask);
SDL_FillRect(tmp, NULL, sdlColor);
SDL_BlitSurface(tmp, NULL, dst, &newRect);
SDL_FreeSurface(tmp);
}
STRONG_INLINE static uint32_t mapColor(SDL_Surface * surface, SDL_Color color)