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https://github.com/vcmi/vcmi.git
synced 2025-11-06 09:09:40 +02:00
* CPreGame's buttons less ugly
* fixed sorting maps * minor stuff
This commit is contained in:
84
CMessage.cpp
84
CMessage.cpp
@@ -14,19 +14,58 @@ extern SDL_Surface * ekran;
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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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extern CPreGame * CPG;
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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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namespace NMessage
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{
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std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
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SDL_Surface * background = NULL;
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}
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CMessage::CMessage()
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{
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piecesOfBox = CGI->spriteh->giveDef("DIALGBOX.DEF");
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background = CGI->bitmaph->loadBitmap("DIBOXBCK.BMP");
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SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
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if (!NMessage::background)
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init();
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}
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CMessage::~CMessage()
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void CMessage::init()
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{
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delete piecesOfBox;
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{
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for (int i=0;i<PLAYER_LIMIT;i++)
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{
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CDefHandler * bluePieces = CGI->spriteh->giveDef("DIALGBOX.DEF");
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std::vector<SDL_Surface *> n;
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piecesOfBox.push_back(n);
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if (i==1)
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{
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for (int j=0;j<bluePieces->ourImages.size();j++)
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{
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piecesOfBox[i].push_back(bluePieces->ourImages[j].bitmap);
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}
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}
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for (int j=0;j<bluePieces->ourImages.size();j++)
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{
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CSDL_Ext::blueToPlayersAdv(bluePieces->ourImages[j].bitmap,i);
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piecesOfBox[i].push_back(bluePieces->ourImages[j].bitmap);
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}
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}
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NMessage::background = CGI->bitmaph->loadBitmap("DIBOXBCK.BMP");
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SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
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}
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}
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void CMessage::dispose()
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{
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for (int i=0;i<PLAYER_LIMIT;i++)
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{
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for (int j=0;j<piecesOfBox[i].size();j++)
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{
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SDL_FreeSurface(piecesOfBox[i][j]);
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}
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}
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SDL_FreeSurface(background);
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}
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SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
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@@ -38,43 +77,32 @@ SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
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for (int j=0; j<w; j+=background->w-1)
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SDL_BlitSurface(background,&genRect(background->h,background->w-1,1,0),ret,&genRect(h,w,j,i));
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}
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//SDL_Flip(ekran);
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//CSDL_Ext::update(ekran);
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std::vector<SDL_Surface*> pieces;
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for (int i=0;i<piecesOfBox->ourImages.size();i++)
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{
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pieces.push_back(piecesOfBox->ourImages[i].bitmap);
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if (playerColor!=1)
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{
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CSDL_Ext::blueToPlayersAdv(pieces[pieces.size()-1],playerColor);
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}
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}
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//obwodka I-szego rzedu pozioma
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for (int i=0; i<w; i+=pieces[6]->w)
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for (int i=0; i<w; i+=piecesOfBox[playerColor][6]->w)
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{
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SDL_BlitSurface
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(pieces[6],NULL,ret,&genRect(pieces[6]->h,pieces[6]->w,i,0));
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(piecesOfBox[playerColor][6],NULL,ret,&genRect(piecesOfBox[playerColor][6]->h,piecesOfBox[playerColor][6]->w,i,0));
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SDL_BlitSurface
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(pieces[7],NULL,ret,&genRect(pieces[7]->h,pieces[7]->w,i,h-pieces[7]->h));
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(piecesOfBox[playerColor][7],NULL,ret,&genRect(piecesOfBox[playerColor][7]->h,piecesOfBox[playerColor][7]->w,i,h-piecesOfBox[playerColor][7]->h));
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}
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//obwodka I-szego rzedu pionowa
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for (int i=0; i<h; i+=piecesOfBox->ourImages[4].bitmap->h)
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for (int i=0; i<h; i+=piecesOfBox[playerColor][4]->h)
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{
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SDL_BlitSurface
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(pieces[4],NULL,ret,&genRect(pieces[4]->h,pieces[4]->w,0,i));
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(piecesOfBox[playerColor][4],NULL,ret,&genRect(piecesOfBox[playerColor][4]->h,piecesOfBox[playerColor][4]->w,0,i));
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SDL_BlitSurface
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(pieces[5],NULL,ret,&genRect(pieces[5]->h,pieces[5]->w,w-pieces[5]->w,i));
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(piecesOfBox[playerColor][5],NULL,ret,&genRect(piecesOfBox[playerColor][5]->h,piecesOfBox[playerColor][5]->w,w-piecesOfBox[playerColor][5]->w,i));
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}
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//corners
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SDL_BlitSurface
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(pieces[0],NULL,ret,&genRect(pieces[0]->h,pieces[0]->w,0,0));
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(piecesOfBox[playerColor][0],NULL,ret,&genRect(piecesOfBox[playerColor][0]->h,piecesOfBox[playerColor][0]->w,0,0));
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SDL_BlitSurface
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(pieces[1],NULL,ret,&genRect(pieces[1]->h,pieces[1]->w,w-pieces[1]->w,0));
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(piecesOfBox[playerColor][1],NULL,ret,&genRect(piecesOfBox[playerColor][1]->h,piecesOfBox[playerColor][1]->w,w-piecesOfBox[playerColor][1]->w,0));
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SDL_BlitSurface
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(pieces[2],NULL,ret,&genRect(pieces[2]->h,pieces[2]->w,0,h-pieces[2]->h));
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(piecesOfBox[playerColor][2],NULL,ret,&genRect(piecesOfBox[playerColor][2]->h,piecesOfBox[playerColor][2]->w,0,h-piecesOfBox[playerColor][2]->h));
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SDL_BlitSurface
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(pieces[3],NULL,ret,&genRect(pieces[3]->h,pieces[3]->w,w-pieces[3]->w,h-pieces[3]->h));
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(piecesOfBox[playerColor][3],NULL,ret,&genRect(piecesOfBox[playerColor][3]->h,piecesOfBox[playerColor][3]->w,w-piecesOfBox[playerColor][3]->w,h-piecesOfBox[playerColor][3]->h));
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//box gotowy!
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return ret;
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}
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