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a bit of refactoring (removed variable ekran as we have screen which is the same as ekran)
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@@ -19,10 +19,10 @@
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SDL_Color tytulowy, tlo, zwykly ;
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SDL_Rect genRect(int hh, int ww, int xx, int yy);
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extern SDL_Surface * ekran;
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extern SDL_Surface * screen;
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extern TTF_Font * TNRB16, *TNR, *GEOR13;
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SDL_Color genRGB(int r, int g, int b, int a=0);
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//void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2);
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//void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2);
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bool isItIn(const SDL_Rect * rect, int x, int y);
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using namespace NMessage;
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@@ -91,7 +91,7 @@ void CMessage::dispose()
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SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
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{
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//prepare surface
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SDL_Surface * ret = SDL_CreateRGBSurface(ekran->flags, w, h, ekran->format->BitsPerPixel, ekran->format->Rmask, ekran->format->Gmask, ekran->format->Bmask, ekran->format->Amask);
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SDL_Surface * ret = SDL_CreateRGBSurface(screen->flags, w, h, screen->format->BitsPerPixel, screen->format->Rmask, screen->format->Gmask, screen->format->Bmask, screen->format->Amask);
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for (int i=0; i<h; i+=background->h)//background
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{
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for (int j=0; j<w; j+=background->w-1)
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