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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Wyświetlanie (parcjalne) wyboru scenariusza, można wybierać trudność.

Sporo róznych poprawek i rzeczy, których nie pamiętam, doszukasz na Tracu ;)
This commit is contained in:
Michał W. Urbańczyk 2007-06-19 15:25:42 +00:00
parent de95bb0753
commit a2998c4316
6 changed files with 320 additions and 45 deletions

11
CMT.cpp
View File

@ -43,7 +43,7 @@ const char * NAME = "VCMI 0.2";
version of the library linked do not match, or Z_ERRNO if there is
an error reading or writing the files. */
SDL_Surface * ekran;
TTF_Font * TNRB;
TTF_Font * TNRB16, *TNR, *GEOR13;
int def(FILE *source, FILE *dest, int level, int winBits=15, int memLevel =8)
{
int ret, flush;
@ -215,7 +215,10 @@ int _tmain(int argc, _TCHAR* argv[])
TTF_Init();
atexit(TTF_Quit);
atexit(SDL_Quit);
TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",16);
//TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",16);
TNRB16 = TTF_OpenFont("Fonts\\tnrb.ttf",16);
//TNR = TTF_OpenFont("Fonts\\tnr.ttf",10);
GEOR13 = TTF_OpenFont("Fonts\\georgia.ttf",13);
//initializing audio
if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048)==-1)
@ -234,11 +237,11 @@ int _tmain(int argc, _TCHAR* argv[])
// this might be a critical error...
}
/*if(Mix_PlayMusic(music, -1)==-1) //uncomment this fragment to have music
if(Mix_PlayMusic(music, -1)==-1) //uncomment this fragment to have music
{
printf("Mix_PlayMusic: %s\n", Mix_GetError());
// well, there's no music, but most games don't break without music...
}*/
}
screen = SDL_SetVideoMode(800,600,24,SDL_HWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
ekran = screen;

View File

@ -2,19 +2,24 @@
#include "CMessage.h"
#include "SDL_TTF.h"
#include "CSemiDefHandler.h"
extern TTF_Font * TNRB;
extern SDL_Surface * ekran;
SDL_Color tytulowy, tlo, zwykly ;
SDL_Rect genRect(int hh, int ww, int xx, int yy);
extern SDL_Surface * ekran;
extern TTF_Font * TNRB16, *TNR, *GEOR13;
SDL_Color genRGB(int r, int g, int b, int a=0);
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran);
extern CPreGame * CPG;
void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
bool isItIn(const SDL_Rect * rect, int x, int y);
CMessage::CMessage()
{
piecesOfBox = new CSemiDefHandler();
piecesOfBox->openDef("DIALGBOX.DEF","H3sprite.lod");
background = SDL_LoadBMP("H3bitmap.lod\\DIBOXBCK.BMP");
SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
tytulowy.r=229;tytulowy.g=215;tytulowy.b=123;tytulowy.unused=0;
zwykly.r=255;zwykly.g=255;zwykly.b=255;zwykly.unused=0; //gbr
tlo.r=66;tlo.g=44;tlo.b=24;tlo.unused=0;
}
SDL_Surface * CMessage::drawBox1(int w, int h)
{
@ -113,7 +118,9 @@ SDL_Surface * CMessage::genMessage
if (title.length())
{
SDL_Surface * titleText = TTF_RenderText_Shaded(TNRB,title.c_str(),tytulowy,tlo);
//SDL_Surface * titleText = TTF_RenderText_Shaded(TNRB16,title.c_str(),tytulowy,tlo);
SDL_Surface * titleText = TTF_RenderText_Blended(TNRB16,title.c_str(),tytulowy);
//draw title
SDL_Rect tytul = genRect(titleText->h,titleText->w,((ret->w/2)-(titleText->w/2)),37);
SDL_BlitSurface(titleText,NULL,ret,&tytul);
@ -124,7 +131,8 @@ SDL_Surface * CMessage::genMessage
{
int by = 37+i*21;
if (title.length()) by+=40;
SDL_Surface * tresc = TTF_RenderText_Shaded(TNRB,(*tekst)[i].c_str(),zwykly,tlo);
//SDL_Surface * tresc = TTF_RenderText_Shaded(TNRB16,(*tekst)[i].c_str(),zwykly,tlo);
SDL_Surface * tresc = TTF_RenderText_Blended(TNRB16,(*tekst)[i].c_str(),zwykly);
SDL_Rect trescRect = genRect(tresc->h,tresc->w,((ret->w/2)-(tresc->w/2)),by);
SDL_BlitSurface(tresc,NULL,ret,&trescRect);
SDL_FreeSurface(tresc);

View File

@ -1,11 +1,54 @@
#include "SDL_TTF.h"
#include "CSemiDefHandler.h"
enum EWindowType {infoOnly, infoOK, yesOrNO};
class CPreGame;
typedef void(CPreGame::*ttt)();
template <class T=ttt> class CGroup;
template <class T=ttt> class CPoinGroup ;
template <class T=ttt> struct Button
{
int type;
SDL_Rect pos;
T fun;
CSemiDefHandler* imgs;
Button( SDL_Rect Pos, T Fun,CSemiDefHandler* Imgs, bool Sel=false, CGroup<T>* gr=NULL, int id=-1)
:state(0),selectable(Sel),selected(false),imgs(Imgs),pos(Pos),fun(Fun),ourGroup(gr), type(0), ID(id){};
Button(){};
bool selectable, selected;
bool highlightable, highlighted;
int state;
int ID;
virtual void hover(bool on=true);
virtual void press(bool down=true);
virtual void select(bool on=true);
CGroup<T> * ourGroup;
};
//template<class T=void(CPreGame::*)(int)>
template<class T=ttt> struct IntSelBut: public Button<T>
{
public:
CPoinGroup<T> * ourGroup;
int key;
IntSelBut(){};
IntSelBut( SDL_Rect Pos, T Fun,CSemiDefHandler* Imgs, bool Sel=false, CPoinGroup<T>* gr=NULL, int My=-1)
: Button(Pos,Fun,Imgs,Sel,gr),key(My){ourGroup=gr;};
void select(bool on=true) {(*this).Button::select(on);ourGroup->setYour(this);}
};
template <class T=ttt> class CPoinGroup :public CGroup<T>
{
public:
int * gdzie; //where (po polsku, bo by by³o s³owo kluczowe :/)
void setYour(IntSelBut<T> * your){*gdzie=your->key;};
};
template <class T=ttt> class CGroup
{
public:
Button<T> * selected;
int type; // 1=sinsel
CGroup():selected(NULL),type(0){};
};
class CMessage
{
SDL_Color tytulowy ;
SDL_Color tlo;
SDL_Color zwykly ;
public:
std::vector<std::string> * breakText(std::string text);
CSemiDefHandler * piecesOfBox;
@ -14,4 +57,6 @@ public:
std::vector<CSemiDefHandler*> *addPics=NULL, void * cb=NULL);
SDL_Surface * drawBox1(int w, int h);
CMessage();
};
};
//

View File

@ -1,34 +1,172 @@
#include "stdafx.h"
#include "CPreGame.h"
#include "SDL.h"
#include "CMessage.h"
extern SDL_Surface * ekran;
extern SDL_Color tytulowy, tlo, zwykly ;
extern TTF_Font * TNRB16, *TNR, *GEOR13;
SDL_Rect genRect(int hh, int ww, int xx, int yy);
SDL_Color genRGB(int r, int g, int b, int a=0);
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran);
CPreGame * CPG;
void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
bool isItIn(const SDL_Rect * rect, int x, int y)
bool isItIn(const SDL_Rect * rect, int x, int y);
template <class T> void Button<T>::press(bool down)
{
if ((x>rect->x && x<rect->x+rect->w) && (y>rect->y && y<rect->y+rect->h))
return true;
else return false;
int i;
if (down) state=i=1;
else state=i=0;
SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
updateRect(&pos);
}
template <class T> void Button<T>::hover(bool on=true)
{
if (!highlightable) return;
int i;
if (on) state=i=2;
else state=i=0;
SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
updateRect(&pos);
}
template <class T> void Button<T>::select(bool on)
{
int i;
if (on) state=i=3;
else state=i=0;
SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
updateRect(&pos);
if (ourGroup && on && ourGroup->type==1)
{
if (ourGroup->selected && ourGroup->selected!=this)
ourGroup->selected->select(false);
ourGroup->selected =this;
}
}
CPreGame::CPreGame()
{
tytulowy.r=229;tytulowy.g=215;tytulowy.b=123;tytulowy.unused=0;
zwykly.r=255;zwykly.g=255;zwykly.b=255;zwykly.unused=0; //gbr
tlo.r=66;tlo.g=44;tlo.b=24;tlo.unused=0;
preth = new CPreGameTextHandler;
preth->loadTexts();
currentMessage=NULL;
behindCurMes=NULL;
initMainMenu();
initNewMenu();
initScenSel();
showMainMenu();
CPG=this;
}
void CPreGame::initScenSel()
{
ourScenSel = new ScenSel();
if (rand()%2) ourScenSel->background=SDL_LoadBMP("h3bitmap.lod\\ZPIC1000.bmp");
else ourScenSel->background=SDL_LoadBMP("h3bitmap.lod\\ZPIC1001.bmp");
ourScenSel->pressed=NULL;
ourScenSel->scenInf=SDL_LoadBMP("h3bitmap.lod\\GSELPOP1.bmp");
ourScenSel->scenList=SDL_LoadBMP("h3bitmap.lod\\SCSELBCK.bmp");
ourScenSel->randMap=SDL_LoadBMP("h3bitmap.lod\\RANMAPBK.bmp");
ourScenSel->options=SDL_LoadBMP("h3bitmap.lod\\ADVOPTBK.bmp");
SDL_SetColorKey(ourScenSel->scenInf,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenInf->format,0,255,255));
SDL_SetColorKey(ourScenSel->scenList,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenList->format,0,255,255));
SDL_SetColorKey(ourScenSel->randMap,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->randMap->format,0,255,255));
SDL_SetColorKey(ourScenSel->options,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->options->format,0,255,255));
ourScenSel->difficulty = new CPoinGroup<>();
ourScenSel->difficulty->type=1;
ourScenSel->selectedDiff=-77;
ourScenSel->difficulty->gdzie = &ourScenSel->selectedDiff;
ourScenSel->bEasy = IntSelBut<>(genRect(0,0,506,456),NULL,slh->giveDef("GSPBUT3.DEF"),true,ourScenSel->difficulty,1);
ourScenSel->bNormal = IntSelBut<>(genRect(0,0,538,456),NULL,slh->giveDef("GSPBUT4.DEF"),true,ourScenSel->difficulty,2);
ourScenSel->bHard = IntSelBut<>(genRect(0,0,570,456),NULL,slh->giveDef("GSPBUT5.DEF"),true,ourScenSel->difficulty,3);
ourScenSel->bExpert = IntSelBut<>(genRect(0,0,602,456),NULL,slh->giveDef("GSPBUT6.DEF"),true,ourScenSel->difficulty,4);
ourScenSel->bImpossible = IntSelBut<>(genRect(0,0,634,456),NULL,slh->giveDef("GSPBUT7.DEF"),true,ourScenSel->difficulty,5);
ourScenSel->bBack = Button<>(genRect(0,0,584,535),&CPreGame::showNewMenu,slh->giveDef("SCNRBACK.DEF"));
ourScenSel->bBegin = Button<>(genRect(0,0,414,535),&CPreGame::showScenList,slh->giveDef("SCNRBEG.DEF"));
ourScenSel->bScens = Button<>(genRect(0,0,414,81),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF"));
for (int i=0; i<ourScenSel->bScens.imgs->ourImages.size(); i++)
printAt("Show Available Scenarios",25+i,2+i,GEOR13,zwykly,ourScenSel->bScens.imgs->ourImages[i].bitmap);
ourScenSel->bRandom = Button<>(genRect(0,0,414,105),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF"));
for (int i=0; i<ourScenSel->bRandom.imgs->ourImages.size(); i++)
printAt("Random Map",25+i,2+i,GEOR13,zwykly,ourScenSel->bRandom.imgs->ourImages[i].bitmap);
ourScenSel->bOptions = Button<>(genRect(0,0,414,509),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF"));
for (int i=0; i<ourScenSel->bOptions.imgs->ourImages.size(); i++)
printAt("Show Advanced Options",25+i,2+i,GEOR13,zwykly,ourScenSel->bOptions.imgs->ourImages[i].bitmap);
}
void CPreGame::showScenSel()
{
state=EState::ScenarioList;
SDL_BlitSurface(ourScenSel->background,NULL,ekran,NULL);
SDL_BlitSurface(ourScenSel->scenInf,NULL,ekran,&genRect(ourScenSel->scenInf->h,ourScenSel->scenInf->w,395,6));
//blit texts
printAt(preth->singleScenarioName,420,25,GEOR13);
printAt("Scenario Description:",420,135,GEOR13);
printAt("Victory Condition:",420,285,GEOR13);
printAt("Loss Condition:",420,340,GEOR13);
printAt("Allies:",420,406,GEOR13,zwykly);
printAt("Enemies:",585,406,GEOR13,zwykly);
printAt("Map Diff:",427,438,GEOR13);
printAt("Player Difficulty:",527,438,GEOR13);
printAt("Rating:",685,438,GEOR13);
//blit buttons
SDL_BlitSurface(ourScenSel->bEasy.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bEasy.pos);
SDL_BlitSurface(ourScenSel->bNormal.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bNormal.pos);
SDL_BlitSurface(ourScenSel->bHard.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bHard.pos);
SDL_BlitSurface(ourScenSel->bExpert.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bExpert.pos);
SDL_BlitSurface(ourScenSel->bImpossible.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bImpossible.pos);
SDL_BlitSurface(ourScenSel->bScens.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bScens.pos);
SDL_BlitSurface(ourScenSel->bOptions.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bOptions.pos);
SDL_BlitSurface(ourScenSel->bBegin.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBegin.pos);
SDL_BlitSurface(ourScenSel->bBack.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBack.pos);
SDL_BlitSurface(ourScenSel->bRandom.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bRandom.pos);
//blitAt(ourScenSel->bScens.imgs->ourImages[0].bitmap,ourScenSel->bScens.pos.x,ourScenSel->bScens.pos.y);
//blitAt(ourScenSel->bRandom.imgs->ourImages[0].bitmap,414,105);
//blitAt(ourScenSel->bOptions.imgs->ourImages[0].bitmap,414,509);
//blitAt(ourScenSel->bBegin.imgs->ourImages[0].bitmap,414,535);
//blitAt(ourScenSel->bBack.imgs->ourImages[0].bitmap,584,535);
//add buttons info
btns.push_back(&ourScenSel->bEasy);
btns.push_back(&ourScenSel->bNormal);
btns.push_back(&ourScenSel->bHard);
btns.push_back(&ourScenSel->bExpert);
btns.push_back(&ourScenSel->bImpossible);
btns.push_back(&ourScenSel->bScens);
btns.push_back(&ourScenSel->bRandom);
btns.push_back(&ourScenSel->bOptions);
btns.push_back(&ourScenSel->bBegin);
btns.push_back(&ourScenSel->bBack);
ourScenSel->selectedDiff=1;
ourScenSel->bNormal.select(true);
for (int i=0;i<btns.size();i++)
{
btns[i]->pos.w=btns[i]->imgs->ourImages[0].bitmap->w;
btns[i]->pos.h=btns[i]->imgs->ourImages[0].bitmap->h;
}
handleOther = &CPreGame::scenHandleEv;
SDL_Flip(ekran);
}
void CPreGame::showScenList()
{}
void CPreGame::showOptions()
{}
void CPreGame::initNewMenu()
{
ourNewMenu = new menuItems();
ourNewMenu->background = SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp");
CSemiLodHandler * slh = new CSemiLodHandler();
slh = new CSemiLodHandler();
slh->openLod("H3sprite.lod");
//loading menu buttons
ourNewMenu->newGame = slh->giveDef("ZTSINGL.DEF");
@ -43,6 +181,7 @@ void CPreGame::initNewMenu()
ourNewMenu->lNewGame.w=ourNewMenu->newGame->ourImages[0].bitmap->w;
ourNewMenu->lNewGame.x=545;
ourNewMenu->lNewGame.y=4;
ourNewMenu->fNewGame=&CPreGame::showScenSel;
//multiplayer
ourNewMenu->lLoadGame.h=ourNewMenu->loadGame->ourImages[0].bitmap->h;
ourNewMenu->lLoadGame.w=ourNewMenu->loadGame->ourImages[0].bitmap->w;
@ -66,11 +205,10 @@ void CPreGame::initNewMenu()
ourNewMenu->fQuit=&CPreGame::showMainMenu;
ourNewMenu->highlighted=0;
handledLods.push_back(slh);
delete slh;
}
void CPreGame::showNewMenu()
{
btns.clear();
state = EState::newGame;
SDL_BlitSurface(ourNewMenu->background,NULL,ekran,NULL);
SDL_BlitSurface(ourNewMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lNewGame);
@ -205,8 +343,8 @@ void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)())
(*btnspos)[0].y+=pos.y;
(*btnspos)[1].x+=pos.x;
(*btnspos)[1].y+=pos.y;
btns.push_back(Button<>(1,(*btnspos)[0],&CPreGame::quit,ok));
btns.push_back(Button<>(2,(*btnspos)[1],(&CPreGame::hideBox),cancel));
btns.push_back(new Button<>((*btnspos)[0],&CPreGame::quit,ok,false, NULL,2));
btns.push_back(new Button<>((*btnspos)[1],(&CPreGame::hideBox),cancel,false, NULL,2));
delete cmh;
delete przyciski;
delete btnspos;
@ -216,7 +354,14 @@ void CPreGame::hideBox ()
SDL_BlitSurface(behindCurMes,NULL,ekran,currentMessage);
SDL_UpdateRect
(ekran,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);
btns.clear();
for (int i=0;i<btns.size();i++)
{
if (btns[i]->ID==2)
{
delete btns[i];
btns.erase(btns.begin()+i);
}
}
SDL_FreeSurface(behindCurMes);
delete currentMessage;
currentMessage = NULL;
@ -230,6 +375,42 @@ CPreGame::menuItems * CPreGame::currentItems()
return ourMainMenu;
case EState::newGame:
return ourNewMenu;
default:
return NULL;
}
}
void CPreGame::scenHandleEv(SDL_Event& sEvent)
{
if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
for (int i=0;i<btns.size(); i++)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
btns[i]->press(true);
ourScenSel->pressed=btns[i];
}
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
if (ourScenSel->pressed)
{
ourScenSel->pressed->press(false);
ourScenSel->pressed=NULL;
}
for (int i=0;i<btns.size(); i++)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
if (btns[i]->selectable)
btns[i]->select(true);
if (btns[i]->fun)
(this->*(btns[i]->fun))();
return;
}
}
}
}
void CPreGame::runLoop()
@ -244,6 +425,10 @@ void CPreGame::runLoop()
menuItems * current = currentItems();
if(sEvent.type==SDL_QUIT)
return ;
if (!current)
{
(this->*handleOther)(sEvent);
}
else if (sEvent.type==SDL_KEYDOWN)
{
if (sEvent.key.keysym.sym==SDLK_q)
@ -375,10 +560,11 @@ void CPreGame::runLoop()
{
for (int i=0;i<btns.size(); i++)
{
if (isItIn(&btns[i].pos,sEvent.motion.x,sEvent.motion.y))
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos);
updateRect(&btns[i].pos);
btns[i]->press(true);
//SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos);
//updateRect(&btns[i].pos);
}
}
if (currentMessage) continue;
@ -412,12 +598,13 @@ void CPreGame::runLoop()
{
for (int i=0;i<btns.size(); i++)
{
if (isItIn(&btns[i].pos,sEvent.motion.x,sEvent.motion.y))
(this->*(btns[i].fun))();
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
(this->*(btns[i]->fun))();
else
{
SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,ekran,&btns[i].pos);
updateRect(&btns[i].pos);
btns[i]->press(false);
//SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,ekran,&btns[i].pos);
//updateRect(&btns[i].pos);
}
}
if (currentMessage) continue;

View File

@ -2,22 +2,28 @@
#include "CSemiDefHandler.h"
#include "CSemiLodHandler.h"
#include "CPreGameTextHandler.h"
#include "CMessage.h"
#include "map.h"
class CPreGame;
extern CPreGame * CPG;
typedef void(CPreGame::*ttt)();
template <class T=ttt> struct Button
{
int type; // 1=yes; 2=no
SDL_Rect pos;
T fun;
CSemiDefHandler* imgs;
Button(int Type, SDL_Rect Pos, T Fun,CSemiDefHandler* Imgs):imgs(Imgs),type(Type),pos(Pos),fun(Fun){};
Button(){};
};
class CPreGame
class ScenSel
{
public:
std::vector<Button<> > btns;
SDL_Surface * background, *scenInf, *scenList, *randMap, *options ;
Button<> bScens, bOptions, bRandom, bBegin, bBack;
IntSelBut<> bEasy, bNormal, bHard, bExpert, bImpossible;
Button<> * pressed;
CPoinGroup<> * difficulty;
std::vector<Mapa> maps;
void genScenList();
int selectedDiff;
~ScenSel(){delete difficulty;};
} ;
class CPreGame
{
public:
CSemiLodHandler * slh ;
std::vector<Button<> *> btns;
CPreGameTextHandler * preth ;
SDL_Rect * currentMessage;
SDL_Surface * behindCurMes;
@ -32,13 +38,20 @@ public:
ttt fNewGame, fLoadGame, fHighScores, fCredits, fQuit;
int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit
} * ourMainMenu, * ourNewMenu;
ScenSel * ourScenSel;
std::string map; //selected map
std::vector<CSemiLodHandler *> handledLods;
CPreGame(); //c-tor
std::string buttonText(int which);
menuItems * currentItems();
void(CPreGame::*handleOther)(SDL_Event&);
void scenHandleEv(SDL_Event& sEvent);
void quitAskBox();
void quit(){exit(0);};
void initScenSel();
void showScenSel();
void showScenList();
void showOptions();
void initNewMenu();
void showNewMenu();
void showMainMenu();

View File

@ -1,6 +1,14 @@
#include "stdafx.h"
#include "SDL_Extensions.h"
#include "SDL_TTF.h"
extern SDL_Surface * ekran;
extern SDL_Color tytulowy, tlo, zwykly ;
bool isItIn(const SDL_Rect * rect, int x, int y)
{
if ((x>rect->x && x<rect->x+rect->w) && (y>rect->y && y<rect->y+rect->h))
return true;
else return false;
}
SDL_Rect genRect(int hh, int ww, int xx, int yy)
{
SDL_Rect ret;
@ -10,6 +18,10 @@ SDL_Rect genRect(int hh, int ww, int xx, int yy)
ret.y=yy;
return ret;
}
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran)
{
SDL_BlitSurface(src,NULL,dst,&genRect(src->h,src->w,x,y));
}
SDL_Color genRGB(int r, int g, int b, int a=0)
{
SDL_Color ret;
@ -23,6 +35,13 @@ void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran)
{
SDL_UpdateRect(scr,rect->x,rect->y,rect->w,rect->h);
}
void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran)
{
SDL_Surface * temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x,y));
SDL_UpdateRect(dst,x,y,temp->w,temp->h);
SDL_FreeSurface(temp);
}
void CSDL_Ext::SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC)
{
Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;