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Give thicker frame to highlighted queue boxes
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parent
aa18118df0
commit
4a23f93754
@ -918,7 +918,7 @@ void StackQueue::StackBox::toggleHighlight(bool value)
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void StackQueue::StackBox::show(SDL_Surface *to)
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{
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if(highlighted)
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CSDL_Ext::drawBorder(to, background->pos.x, background->pos.y, background->pos.w, background->pos.h, { 0, 255, 255, 255 });
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CSDL_Ext::drawBorder(to, background->pos.x, background->pos.y, background->pos.w, background->pos.h, { 0, 255, 255, 255 }, 2);
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CIntObject::show(to);
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}
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@ -898,7 +898,7 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
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return {};
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auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
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if(hoveredQueueUnitId.has_value())
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if(hoveredQueueUnitId.is_initialized())
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{
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return { owner.curInt->cb->battleGetStackByUnitId(hoveredQueueUnitId.value(), true) };
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}
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@ -472,23 +472,27 @@ void CSDL_Ext::drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const
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}
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}
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void CSDL_Ext::drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color &color)
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void CSDL_Ext::drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color &color, int depth)
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{
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for(int i = 0; i < w; i++)
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depth = std::max(1, depth);
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for(int depthIterator = 0; depthIterator < depth; depthIterator++)
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{
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CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+i,y,color.r,color.g,color.b);
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CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+i,y+h-1,color.r,color.g,color.b);
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}
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for(int i = 0; i < h; i++)
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{
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CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x,y+i,color.r,color.g,color.b);
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CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+w-1,y+i,color.r,color.g,color.b);
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for(int i = 0; i < w; i++)
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{
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CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+i,y+depthIterator,color.r,color.g,color.b);
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CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+i,y+h-1-depthIterator,color.r,color.g,color.b);
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}
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for(int i = 0; i < h; i++)
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{
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CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+depthIterator,y+i,color.r,color.g,color.b);
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CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+w-1-depthIterator,y+i,color.r,color.g,color.b);
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}
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}
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}
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void CSDL_Ext::drawBorder( SDL_Surface * sur, const Rect &r, const SDL_Color &color )
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void CSDL_Ext::drawBorder( SDL_Surface * sur, const Rect &r, const SDL_Color &color, int depth)
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{
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drawBorder(sur, r.x, r.y, r.w, r.h, color);
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drawBorder(sur, r.x, r.y, r.w, r.h, color, depth);
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}
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void CSDL_Ext::drawDashedBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color)
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@ -150,8 +150,8 @@ typedef void (*TColorPutterAlpha)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G,
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void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
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void drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2);
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void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color &color);
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void drawBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color);
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void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color &color, int depth = 1);
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void drawBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color, int depth = 1);
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void drawDashedBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color);
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void setPlayerColor(SDL_Surface * sur, PlayerColor player); //sets correct color of flags; -1 for neutral
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std::string processStr(std::string str, std::vector<std::string> & tor); //replaces %s in string
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