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https://github.com/vcmi/vcmi.git
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* new interface coloring (many thanks to GrayFace ;])
* fixed bug in object flag's coloring * a bit of water animation (next thanks to GrayFace, even if it does not work good ATM)
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@@ -17,7 +17,7 @@ AdventureMapButton<T>::AdventureMapButton ()
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}
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template <typename T>
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AdventureMapButton<T>::AdventureMapButton
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( std::string Name, std::string HelpBox, void(T::*Function)(), int x, int y, std::string defName, T* Owner, bool activ, std::vector<std::string> * add )
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( std::string Name, std::string HelpBox, void(T::*Function)(), int x, int y, std::string defName, T* Owner, bool activ, std::vector<std::string> * add, bool playerColoredButton )
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{
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owner = Owner;
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type=2;
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@@ -27,6 +27,7 @@ AdventureMapButton<T>::AdventureMapButton
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state=0;
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name=Name;
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helpBox=HelpBox;
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colorChange = playerColoredButton;
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int est = LOCPLINT->playerID;
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CDefHandler * temp = CGI->spriteh->giveDef(defName);
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temp->notFreeImgs = true;
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@@ -34,7 +35,8 @@ AdventureMapButton<T>::AdventureMapButton
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{
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imgs.resize(1);
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imgs[0].push_back(temp->ourImages[i].bitmap);
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CSDL_Ext::blueToPlayersAdv(imgs[curimg][i],LOCPLINT->playerID);
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if(playerColoredButton)
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CSDL_Ext::blueToPlayersAdv(imgs[curimg][i],LOCPLINT->playerID);
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}
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delete temp;
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if (add)
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@@ -47,7 +49,8 @@ AdventureMapButton<T>::AdventureMapButton
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for (int j=0;j<temp->ourImages.size();j++)
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{
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imgs[i+1].push_back(temp->ourImages[j].bitmap);
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CSDL_Ext::blueToPlayersAdv(imgs[1+i][j],LOCPLINT->playerID);
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if(playerColoredButton)
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CSDL_Ext::blueToPlayersAdv(imgs[1+i][j],LOCPLINT->playerID);
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}
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delete temp;
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}
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