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synced 2025-02-03 13:01:33 +02:00
Added empty background below world view panel for better compat with higher resolutions;
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77908dcf76
commit
794c03792a
@ -12,6 +12,7 @@
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#include "../CPlayerInterface.h"
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#include "../CPreGame.h"
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#include "../Graphics.h"
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#include "../CMessage.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/SDL_Pixels.h"
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@ -1270,10 +1271,23 @@ void CAdvMapPanel::addChildToPanel(CIntObject * obj, ui8 actions /* = 0 */)
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addChild(obj, false);
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}
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CAdvMapWorldViewPanel::CAdvMapWorldViewPanel(SDL_Surface * bg, Point position)
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CAdvMapWorldViewPanel::CAdvMapWorldViewPanel(SDL_Surface * bg, Point position, int spaceBottom, const PlayerColor &color)
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: CAdvMapPanel(bg, position)
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{
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if (background && spaceBottom - pos.y > background->h)
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{
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logGlobal->debugStream() << "Creating filler bitmap for world view panel: "
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<< background->w << "x" << (spaceBottom - pos.y - background->h);
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tmpBackgroundFiller = CMessage::drawDialogBox(background->w, spaceBottom - pos.y - background->h, color);
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}
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else
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tmpBackgroundFiller = nullptr;
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}
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CAdvMapWorldViewPanel::~CAdvMapWorldViewPanel()
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{
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if (tmpBackgroundFiller)
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delete tmpBackgroundFiller;
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}
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void CAdvMapWorldViewPanel::recolorIcons(const CDefHandler *def, int indexOffset)
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@ -1301,3 +1315,13 @@ void CAdvMapWorldViewPanel::addChildIcon(std::pair<int, Point> data, const CDefH
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currentIcons.push_back(pic);
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addChildToPanel(pic);
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}
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void CAdvMapWorldViewPanel::showAll(SDL_Surface * to)
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{
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if (tmpBackgroundFiller)
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{
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blitAt(tmpBackgroundFiller, pos.x, pos.y + background->h, to);
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}
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CAdvMapPanel::showAll(to);
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}
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@ -320,6 +320,7 @@ class CAdvMapPanel : public CIntObject
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{
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/// ptrs to child-buttons that can be recolored with setPlayerColor()
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std::vector<CButton *> buttons;
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protected:
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/// the surface passed to this obj will be freed in dtor
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SDL_Surface * background;
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public:
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@ -341,13 +342,16 @@ class CAdvMapWorldViewPanel : public CAdvMapPanel
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std::vector<std::pair<int, Point>> iconsData;
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/// ptrs to child-pictures constructed from iconsData
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std::vector<CPicture *> currentIcons;
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/// temporary surface drawn below world view panel on higher resolutions (won't be needed when world view panel is configured for extraResolutions mod)
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SDL_Surface * tmpBackgroundFiller;
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public:
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CAdvMapWorldViewPanel(SDL_Surface * bg, Point position);
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virtual ~CAdvMapWorldViewPanel(){}
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CAdvMapWorldViewPanel(SDL_Surface * bg, Point position, int spaceBottom, const PlayerColor &color);
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virtual ~CAdvMapWorldViewPanel();
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void addChildIcon(std::pair<int, Point> data, const CDefHandler *def, int indexOffset);
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/// recreates all pictures from given def to recolor them according to current player color
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void recolorIcons(const CDefHandler *def, int indexOffset);
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void showAll(SDL_Surface * to);
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};
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class CInGameConsole : public CIntObject
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@ -458,8 +458,11 @@ CAdvMapInt::CAdvMapInt():
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nextHero = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this), ADVOPT.nextHero, SDLK_h);
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endTurn = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this), ADVOPT.endTurn, SDLK_e);
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int panelSpaceBottom = screen->h - resdatabar.pos.h - 4;
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panelMain = new CAdvMapPanel(nullptr, Point(0, 0));
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panelWorldView = new CAdvMapWorldViewPanel(bgWorldView, Point(heroList.pos.x - 2, 195)); // TODO correct drawing position
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// TODO correct drawing position
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panelWorldView = new CAdvMapWorldViewPanel(bgWorldView, Point(heroList.pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);
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panelMain->addChildColorableButton(kingOverview);
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panelMain->addChildColorableButton(underground);
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