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https://github.com/vcmi/vcmi.git
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CMessage converted to CAnimation
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parent
a73ca79ed1
commit
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@ -11,13 +11,11 @@
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#include "StdInc.h"
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#include "CMessage.h"
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#include "CDefHandler.h"
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#include "CGameInfo.h"
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#include "gui/SDL_Extensions.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "windows/GUIClasses.h"
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#include "../lib/CConfigHandler.h"
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#include "CBitmapHandler.h"
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#include "gui/CAnimation.h"
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#include "widgets/CComponent.h"
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#include "windows/InfoWindows.h"
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@ -63,53 +61,37 @@ struct ComponentsToBlit
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namespace
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{
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CDefHandler * ok = nullptr, *cancel = nullptr;
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std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
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SDL_Surface * background = nullptr;
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std::array<std::unique_ptr<CAnimation>, PlayerColor::PLAYER_LIMIT_I> dialogBorders;
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std::array<std::vector<const IImage*>, PlayerColor::PLAYER_LIMIT_I> piecesOfBox;
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SDL_Surface * background = nullptr;//todo: should be CFilledTexture
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}
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void CMessage::init()
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{
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{
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piecesOfBox.resize(PlayerColor::PLAYER_LIMIT_I);
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for(int i=0; i<PlayerColor::PLAYER_LIMIT_I; i++)
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{
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CDefHandler * bluePieces = CDefHandler::giveDef("DIALGBOX.DEF");
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if (i==1)
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dialogBorders[i] = make_unique<CAnimation>("DIALGBOX");
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dialogBorders[i]->preload();
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for(int j=0; j < dialogBorders[i]->size(0); j++)
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{
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for (auto & elem : bluePieces->ourImages)
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{
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piecesOfBox[i].push_back(elem.bitmap);
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elem.bitmap->refcount++;
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IImage * image = dialogBorders[i]->getImage(j, 0);
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//assume blue color initially
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if(i != 1)
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image->playerColored(PlayerColor(i));
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piecesOfBox[i].push_back(image);
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}
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}
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for (auto & elem : bluePieces->ourImages)
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{
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graphics->blueToPlayersAdv(elem.bitmap, PlayerColor(i));
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piecesOfBox[i].push_back(elem.bitmap);
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elem.bitmap->refcount++;
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}
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delete bluePieces;
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}
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background = BitmapHandler::loadBitmap("DIBOXBCK.BMP");
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CSDL_Ext::setDefaultColorKey(background);
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}
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ok = CDefHandler::giveDef("IOKAY.DEF");
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cancel = CDefHandler::giveDef("ICANCEL.DEF");
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}
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void CMessage::dispose()
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{
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for (auto & piece : piecesOfBox)
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{
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for (auto & elem : piece)
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{
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SDL_FreeSurface(elem);
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}
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}
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for(auto & item : dialogBorders)
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item.reset();
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SDL_FreeSurface(background);
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delete ok;
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delete cancel;
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}
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SDL_Surface * CMessage::drawDialogBox(int w, int h, PlayerColor playerColor)
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@ -254,12 +236,15 @@ void CMessage::drawIWindow(CInfoWindow * ret, std::string text, PlayerColor play
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int bw = 0;
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if (ret->buttons.size())
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{
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int bh = 0;
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// Compute total width of buttons
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bw = 20*(ret->buttons.size()-1); // space between all buttons
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for(auto & elem : ret->buttons) //and add buttons width
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{
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bw+=elem->pos.w;
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winSize.second += 20 + //before button
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ok->ourImages[0].bitmap->h; //button
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vstd::amax(bh, elem->pos.h);
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}
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winSize.second += 20 + bh;//before button + button
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}
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// Clip window size
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@ -311,64 +296,64 @@ void CMessage::drawIWindow(CInfoWindow * ret, std::string text, PlayerColor play
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void CMessage::drawBorder(PlayerColor playerColor, SDL_Surface * ret, int w, int h, int x, int y)
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{
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std::vector<SDL_Surface *> &box = piecesOfBox[playerColor.getNum()];
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std::vector<const IImage*> &box = piecesOfBox.at(playerColor.getNum());
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// Note: this code assumes that the corner dimensions are all the same.
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// Horizontal borders
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int start_x = x + box[0]->w;
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const int stop_x = x + w - box[1]->w;
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const int bottom_y = y+h-box[7]->h+1;
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int start_x = x + box[0]->width();
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const int stop_x = x + w - box[1]->width();
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const int bottom_y = y+h-box[7]->height()+1;
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while (start_x < stop_x) {
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int cur_w = stop_x - start_x;
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if (cur_w > box[6]->w)
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cur_w = box[6]->w;
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if (cur_w > box[6]->width())
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cur_w = box[6]->width();
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// Top border
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Rect srcR(0, 0, cur_w, box[6]->h);
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Rect srcR(0, 0, cur_w, box[6]->height());
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Rect dstR(start_x, y, 0, 0);
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CSDL_Ext::blitSurface(box[6], &srcR, ret, &dstR);
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box[6]->draw(ret, &dstR, &srcR);
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// Bottom border
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dstR.y = bottom_y;
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CSDL_Ext::blitSurface(box[7], &srcR, ret, &dstR);
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box[7]->draw(ret, &dstR, &srcR);
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start_x += cur_w;
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}
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// Vertical borders
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int start_y = y + box[0]->h;
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const int stop_y = y + h - box[2]->h+1;
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const int right_x = x+w-box[5]->w;
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int start_y = y + box[0]->height();
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const int stop_y = y + h - box[2]->height()+1;
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const int right_x = x+w-box[5]->width();
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while (start_y < stop_y) {
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int cur_h = stop_y - start_y;
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if (cur_h > box[4]->h)
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cur_h = box[4]->h;
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if (cur_h > box[4]->height())
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cur_h = box[4]->height();
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// Left border
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Rect srcR(0, 0, box[4]->w, cur_h);
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Rect srcR(0, 0, box[4]->width(), cur_h);
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Rect dstR(x, start_y, 0, 0);
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CSDL_Ext::blitSurface(box[4], &srcR, ret, &dstR);
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box[4]->draw(ret, &dstR, &srcR);
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// Right border
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dstR.x = right_x;
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CSDL_Ext::blitSurface(box[5], &srcR, ret, &dstR);
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box[5]->draw(ret, &dstR, &srcR);
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start_y += cur_h;
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}
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//corners
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Rect dstR(x, y, box[0]->w, box[0]->h);
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CSDL_Ext::blitSurface(box[0], nullptr, ret, &dstR);
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Rect dstR(x, y, box[0]->width(), box[0]->height());
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box[0]->draw(ret, &dstR, nullptr);
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dstR=Rect(x+w-box[1]->w, y, box[1]->w, box[1]->h);
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CSDL_Ext::blitSurface(box[1], nullptr, ret, &dstR);
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dstR=Rect(x+w-box[1]->width(), y, box[1]->width(), box[1]->height());
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box[1]->draw(ret, &dstR, nullptr);
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dstR=Rect(x, y+h-box[2]->h+1, box[2]->w, box[2]->h);
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CSDL_Ext::blitSurface(box[2], nullptr, ret, &dstR);
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dstR=Rect(x, y+h-box[2]->height()+1, box[2]->width(), box[2]->height());
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box[2]->draw(ret, &dstR, nullptr);
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dstR=Rect(x+w-box[3]->w, y+h-box[3]->h+1, box[3]->w, box[3]->h);
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CSDL_Ext::blitSurface(box[3], nullptr, ret, &dstR);
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dstR=Rect(x+w-box[3]->width(), y+h-box[3]->height()+1, box[3]->width(), box[3]->height());
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box[3]->draw(ret, &dstR, nullptr);
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}
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ComponentResolved::ComponentResolved( CComponent *Comp ):
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@ -15,12 +15,8 @@
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*/
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struct SDL_Surface;
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enum EWindowType {infoOnly, infoOK, yesOrNO};
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class CInfoWindow;
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class CDefHandler;
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class CComponent;
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class CSelWindow;
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class ComponentResolved;
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/// Class which draws formatted text messages and generates chat windows
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class CMessage
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@ -28,7 +24,6 @@ class CMessage
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public:
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//Function usd only in CMessage.cpp
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static std::pair<int,int> getMaxSizes(std::vector<std::vector<SDL_Surface*> > * txtg, int fontHeight);
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static SDL_Surface * blitTextOnSur(std::vector<std::vector<SDL_Surface*> > * txtg, int fontHeight, int & curh, SDL_Surface * ret, int xCenterPos=-1); //xPos==-1 works as if ret->w/2
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/// Draw border on exiting surface
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static void drawBorder(PlayerColor playerColor, SDL_Surface * ret, int w, int h, int x=0, int y=0);
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//for battles
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std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
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std::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
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//functions
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Graphics();
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