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https://github.com/vcmi/vcmi.git
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Naprawa dziur w głównym menu, uprzejrzystnienie kodu, Button szablonem.
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parent
df7ef8115b
commit
4b67e80055
16
CPreGame.cpp
16
CPreGame.cpp
@ -35,8 +35,8 @@ void CPreGame::initMainMenu()
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ourMainMenu->highScores = slh->giveDef("ZMENUHS.DEF");
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ourMainMenu->credits = slh->giveDef("ZMENUCR.DEF");
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ourMainMenu->quit = slh->giveDef("ZMENUQT.DEF");
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ourMainMenu->ok = slh->giveDef("IOKAY.DEF");
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ourMainMenu->cancel = slh->giveDef("ICANCEL.DEF");
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ok = slh->giveDef("IOKAY.DEF");
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cancel = slh->giveDef("ICANCEL.DEF");
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// new game button location
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ourMainMenu->lNewGame.h=ourMainMenu->newGame->ourImages[0].bitmap->h;
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ourMainMenu->lNewGame.w=ourMainMenu->newGame->ourImages[0].bitmap->w;
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@ -128,8 +128,8 @@ void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)())
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CMessage * cmh = new CMessage();
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std::vector<CSemiDefHandler*> * przyciski = new std::vector<CSemiDefHandler*>(0);
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std::vector<SDL_Rect> * btnspos= new std::vector<SDL_Rect>(0);
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przyciski->push_back(ourMainMenu->ok);
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przyciski->push_back(ourMainMenu->cancel);
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przyciski->push_back(ok);
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przyciski->push_back(cancel);
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SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data), EWindowType::yesOrNO, przyciski, btnspos);
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behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
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SDL_Rect pos = genRect(infoBox->h,infoBox->w,
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@ -143,8 +143,8 @@ void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)())
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(*btnspos)[0].y+=pos.y;
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(*btnspos)[1].x+=pos.x;
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(*btnspos)[1].y+=pos.y;
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btns.push_back(Button(1,(*btnspos)[0],&CPreGame::quit,ourMainMenu->ok));
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btns.push_back(Button(2,(*btnspos)[1],(&CPreGame::hideBox),ourMainMenu->cancel));
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btns.push_back(Button<>(1,(*btnspos)[0],&CPreGame::quit,ok));
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btns.push_back(Button<>(2,(*btnspos)[1],(&CPreGame::hideBox),cancel));
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delete cmh;
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delete przyciski;
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delete btnspos;
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@ -173,6 +173,7 @@ void CPreGame::runLoop()
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return ;
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else if (sEvent.type==SDL_MOUSEMOTION)
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{
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if (currentMessage) continue;
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if (ourMainMenu->highlighted)
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{
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switch (ourMainMenu->highlighted)
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@ -270,6 +271,7 @@ void CPreGame::runLoop()
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updateRect(&btns[i].pos);
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}
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}
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if (currentMessage) continue;
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if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
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{
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highlightButton(1,1);
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@ -308,6 +310,7 @@ void CPreGame::runLoop()
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updateRect(&btns[i].pos);
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}
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}
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if (currentMessage) continue;
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if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
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{
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highlightButton(1,2);
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@ -337,6 +340,7 @@ void CPreGame::runLoop()
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}
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else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_RIGHT))
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{
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if (currentMessage) continue;
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if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
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{
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showCenBox(preth->mainNewGame);
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14
CPreGame.h
14
CPreGame.h
@ -4,28 +4,30 @@
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#include "CPreGameTextHandler.h"
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class CPreGame;
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extern CPreGame * CPG;
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struct Button
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typedef void(CPreGame::*ttt)();
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template <class T=ttt> struct Button
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{
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int type; // 1=yes; 2=no
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SDL_Rect pos;
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(void)(CPreGame::*fun)();
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T fun;
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CSemiDefHandler* imgs;
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Button(int Type, SDL_Rect Pos, void(CPreGame::*Fun)(),CSemiDefHandler* Imgs):imgs(Imgs),type(Type),pos(Pos),fun(Fun){};
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Button(int Type, SDL_Rect Pos, T Fun,CSemiDefHandler* Imgs):imgs(Imgs),type(Type),pos(Pos),fun(Fun){};
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Button(){};
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};
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class CPreGame
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{
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public:
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std::vector<Button> btns;
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std::vector<Button<> > btns;
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CPreGameTextHandler * preth ;
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SDL_Rect * currentMessage;
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SDL_Surface * behindCurMes;
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CSemiDefHandler *ok, *cancel;
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enum EState { //where are we?
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mainMenu, ScenarioList
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mainMenu, newGame, loadGame, ScenarioList
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} state;
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struct menuItems {
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SDL_Surface * background;
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CSemiDefHandler *newGame, *loadGame, *highScores,*credits, *quit, *ok, *cancel;
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CSemiDefHandler *newGame, *loadGame, *highScores,*credits, *quit;
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SDL_Rect lNewGame, lLoadGame, lHighScores, lCredits, lQuit;
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int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit
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} * ourMainMenu, * newGameManu;
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