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[new] dodanie do CPreGameTextHandlera funkcji wypruwających tytuł/treść danej opcji
[change] przesunięcie CPreGameTextHandlera do CPreGeme'a [new] Pomoc kontekstowa dlaw wszystkich opcji w menu głównym (plansza główna) [bugfix] Gdy okienko znika nie ma błędów w wyświetlaniu (przycięte przyciski) [new] Funkcja do wygodnego generowania kolorów w rozszerzeniach SDLa i odświeżania recta [new] Generowanie okien dwuprzyciskowych (sporo jest z tym związanych zmian) ***Uwaga - to okno dwuprzyciskowe (a właściwie jego obsługa) nie jest dokończone - jest parę bugów o których wiem. Nie mam siły ich teraz poprawiać, a Ty pewnie zaraz wejdziesz i będziesz ciekaw zmian, więc wgrywam, ale nie zdziw się, gdy jakiś odkryjesz.*** I musisz dodać nowe defy, które zaraz dostaniesz na pocztę.
This commit is contained in:
parent
dde1d09194
commit
cc3d526a79
5
CMT.cpp
5
CMT.cpp
@ -20,7 +20,6 @@
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#include "CBuildingHandler.h"
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#include "CObjectHandler.h"
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#include "CGameInfo.h"
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#include "CPreGameTextHandler.h" //TODO - powinno byæ w inicjowaniu preGame, ale to ty tam grzebiesz, wiêc ty to zrób ;]
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#if defined(MSDOS) || defined(OS2) || defined(WIN32) || defined(__CYGWIN__)
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# include <fcntl.h>
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# include <io.h>
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@ -213,7 +212,7 @@ int _tmain(int argc, _TCHAR* argv[])
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{
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TTF_Init();
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atexit(TTF_Quit);
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TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",18);
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TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",16);
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screen = SDL_SetVideoMode(800,600,24,SDL_HWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
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ekran = screen;
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//FILE * zr = fopen("mal.txt","r");
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@ -259,8 +258,6 @@ int _tmain(int argc, _TCHAR* argv[])
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CObjectHandler * objh = new CObjectHandler;
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objh->loadObjects();
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cgi->objh = objh;
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CPreGameTextHandler * preth = new CPreGameTextHandler;
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preth->loadTexts();
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CAmbarCendamo * ac = new CAmbarCendamo("4gryf");
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cgi->ac = ac;
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THC std::cout<<"Wczytywanie pliku: "<<tmh.getDif()<<std::endl;
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31
CMessage.cpp
31
CMessage.cpp
@ -84,7 +84,8 @@ std::vector<std::string> * CMessage::breakText(std::string text)
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ret->push_back(text);
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return ret;
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}
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SDL_Surface * CMessage::genMessage(std::string title, std::string text, EWindowType type)
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SDL_Surface * CMessage::genMessage
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(std::string title, std::string text, EWindowType type, std::vector<CSemiDefHandler*> *addPics, void * cb)
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{
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//max x 320 okolo 30 znakow
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std::vector<std::string> * tekst;
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@ -95,12 +96,17 @@ SDL_Surface * CMessage::genMessage(std::string title, std::string text, EWindowT
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}
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else tekst = breakText(text);
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int ww, hh; //wymiary boksa
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if (319>60*13*text.length())
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ww = 60*13*text.length();
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if (319>30+13*text.length())
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ww = 30+13*text.length();
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else ww = 319;
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if (title.length())
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hh=130+(21*tekst->size());
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else hh=80+(21*tekst->size());
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hh=110+(21*tekst->size());
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else hh=60+(21*tekst->size());
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if (type==EWindowType::yesOrNO) //make place for buttons
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{
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if (ww<200) ww=200;
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hh+=70;
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}
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SDL_Surface * ret = drawBox1(ww,hh);
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//prepare title text
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@ -110,13 +116,26 @@ SDL_Surface * CMessage::genMessage(std::string title, std::string text, EWindowT
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SDL_BlitSurface(titleText,NULL,ret,&tytul);
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SDL_FreeSurface(titleText);
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//draw text
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for (int i=0; i<tekst->size(); i++)
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for (int i=0; i<tekst->size(); i++)
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{
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SDL_Surface * tresc = TTF_RenderText_Shaded(TNRB,(*tekst)[i].c_str(),zwykly,tlo);
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SDL_Rect trescRect = genRect(tresc->h,tresc->w,((ret->w/2)-(tresc->w/2)),77+i*21);
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SDL_BlitSurface(tresc,NULL,ret,&trescRect);
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SDL_FreeSurface(tresc);
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}
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if (type==EWindowType::yesOrNO) // add buttons
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{
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int by = 40+77+tekst->size()*21;
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int hwo = (*addPics)[0]->ourImages[0].bitmap->w, hwc=(*addPics)[0]->ourImages[0].bitmap->w;
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//ok
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SDL_Rect trescRect = genRect((*addPics)[0]->ourImages[0].bitmap->h,hwo,((ret->w/2)-hwo-10),by);
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SDL_BlitSurface((*addPics)[0]->ourImages[0].bitmap,NULL,ret,&trescRect);
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((std::vector<SDL_Rect>*)(cb))->push_back(trescRect);
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//cancel
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trescRect = genRect((*addPics)[1]->ourImages[0].bitmap->h,hwc,((ret->w/2)+10),by);
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SDL_BlitSurface((*addPics)[1]->ourImages[0].bitmap,NULL,ret,&trescRect);
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((std::vector<SDL_Rect>*)(cb))->push_back(trescRect);
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}
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delete tekst;
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return ret;
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}
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@ -10,7 +10,8 @@ public:
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std::vector<std::string> * breakText(std::string text);
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CSemiDefHandler * piecesOfBox;
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SDL_Surface * background;
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SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly);
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SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
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std::vector<CSemiDefHandler*> *addPics=NULL, void * cb=NULL);
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SDL_Surface * drawBox1(int w, int h);
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CMessage();
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};
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115
CPreGame.cpp
115
CPreGame.cpp
@ -4,6 +4,9 @@
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#include "CMessage.h"
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extern SDL_Surface * ekran;
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SDL_Rect genRect(int hh, int ww, int xx, int yy);
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SDL_Color genRGB(int r, int g, int b, int a=0);
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CPreGame * CPG;
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void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
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bool isItIn(const SDL_Rect * rect, int x, int y)
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{
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if ((x>rect->x && x<rect->x+rect->w) && (y>rect->y && y<rect->y+rect->h))
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@ -12,9 +15,13 @@ bool isItIn(const SDL_Rect * rect, int x, int y)
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}
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CPreGame::CPreGame()
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{
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preth = new CPreGameTextHandler;
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preth->loadTexts();
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currentMessage=NULL;
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behindCurMes=NULL;
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initMainMenu();
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showMainMenu();
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CPG=this;
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}
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void CPreGame::initMainMenu()
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{
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@ -28,6 +35,8 @@ void CPreGame::initMainMenu()
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ourMainMenu->highScores = slh->giveDef("ZMENUHS.DEF");
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ourMainMenu->credits = slh->giveDef("ZMENUCR.DEF");
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ourMainMenu->quit = slh->giveDef("ZMENUQT.DEF");
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ourMainMenu->ok = slh->giveDef("IOKAY.DEF");
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ourMainMenu->cancel = slh->giveDef("ICANCEL.DEF");
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// new game button location
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ourMainMenu->lNewGame.h=ourMainMenu->newGame->ourImages[0].bitmap->h;
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ourMainMenu->lNewGame.w=ourMainMenu->newGame->ourImages[0].bitmap->w;
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@ -61,7 +70,6 @@ void CPreGame::initMainMenu()
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void CPreGame::showMainMenu()
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{
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SDL_BlitSurface(ourMainMenu->background,NULL,ekran,NULL);
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SDL_Flip(ekran);
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SDL_BlitSurface(ourMainMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lNewGame);
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SDL_BlitSurface(ourMainMenu->loadGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lLoadGame);
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SDL_BlitSurface(ourMainMenu->highScores->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lHighScores);
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@ -101,9 +109,59 @@ void CPreGame::highlightButton(int which, int on)
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}
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SDL_Flip(ekran);
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}
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void CPreGame::runLoop()
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void CPreGame::showCenBox (std::string data)
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{
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CMessage * cmh = new CMessage();
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SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data));
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behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
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SDL_Rect pos = genRect(infoBox->h,infoBox->w,
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(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));
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SDL_BlitSurface(ekran,&pos,behindCurMes,NULL);
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SDL_BlitSurface(infoBox,NULL,ekran,&pos);
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SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);
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SDL_FreeSurface(infoBox);
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currentMessage = new SDL_Rect(pos);
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delete cmh;
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}
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void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)())
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{
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CMessage * cmh = new CMessage();
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std::vector<CSemiDefHandler*> * przyciski = new std::vector<CSemiDefHandler*>(0);
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std::vector<SDL_Rect> * btnspos= new std::vector<SDL_Rect>(0);
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przyciski->push_back(ourMainMenu->ok);
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przyciski->push_back(ourMainMenu->cancel);
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SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data), EWindowType::yesOrNO, przyciski, btnspos);
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behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
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SDL_Rect pos = genRect(infoBox->h,infoBox->w,
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(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));
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SDL_BlitSurface(ekran,&pos,behindCurMes,NULL);
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SDL_BlitSurface(infoBox,NULL,ekran,&pos);
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SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);
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SDL_FreeSurface(infoBox);
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currentMessage = new SDL_Rect(pos);
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(*btnspos)[0].x+=pos.x;
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(*btnspos)[0].y+=pos.y;
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(*btnspos)[1].x+=pos.x;
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(*btnspos)[1].y+=pos.y;
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btns.push_back(Button(1,(*btnspos)[0],&CPreGame::quit,ourMainMenu->ok));
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btns.push_back(Button(2,(*btnspos)[1],(&CPreGame::hideBox),ourMainMenu->cancel));
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delete cmh;
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delete przyciski;
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delete btnspos;
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}
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void CPreGame::hideBox ()
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{
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SDL_BlitSurface(behindCurMes,NULL,ekran,currentMessage);
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SDL_UpdateRect
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(ekran,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);
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btns.clear();
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SDL_FreeSurface(behindCurMes);
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delete currentMessage;
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currentMessage = NULL;
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behindCurMes=NULL;
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}
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void CPreGame::runLoop()
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{
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SDL_Event sEvent;
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while(true)
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{
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@ -204,6 +262,14 @@ void CPreGame::runLoop()
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}
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else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
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{
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for (int i=0;i<btns.size(); i++)
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{
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if (isItIn(&btns[i].pos,sEvent.motion.x,sEvent.motion.y))
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{
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SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos);
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updateRect(&btns[i].pos);
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}
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}
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if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
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{
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highlightButton(1,1);
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@ -232,6 +298,16 @@ void CPreGame::runLoop()
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}
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else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
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{
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for (int i=0;i<btns.size(); i++)
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{
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if (isItIn(&btns[i].pos,sEvent.motion.x,sEvent.motion.y))
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(this->*(btns[i].fun))();
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else
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{
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SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,ekran,&btns[i].pos);
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updateRect(&btns[i].pos);
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}
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}
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if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
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{
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highlightButton(1,2);
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@ -256,54 +332,35 @@ void CPreGame::runLoop()
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{
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highlightButton(5,2);
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ourMainMenu->highlighted=5;
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showAskBox("\"{BBBB}BBDDDDDDDDDD\"",NULL,NULL);
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}
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}
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else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_RIGHT))
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{
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if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
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{
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showCenBox(preth->mainNewGame);
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}
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else if (isItIn(&ourMainMenu->lLoadGame,sEvent.motion.x,sEvent.motion.y))
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{
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showCenBox(preth->mainLoadGame);
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}
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else if (isItIn(&ourMainMenu->lHighScores,sEvent.motion.x,sEvent.motion.y))
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{
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showCenBox(preth->mainHighScores);
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}
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else if (isItIn(&ourMainMenu->lCredits,sEvent.motion.x,sEvent.motion.y))
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{
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showCenBox(preth->mainCredits);
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}
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else if (isItIn(&ourMainMenu->lQuit,sEvent.motion.x,sEvent.motion.y))
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{
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SDL_Surface * infoBox = cmh->genMessage("Quit", "Return to Windows");
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//SDL_Surface * infoBox = cmh->genMessage("Quit", "View the legendary Heores of Might and Magic abbbba");
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SDL_Rect pos = genRect(infoBox->h,infoBox->w,
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(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));
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SDL_BlitSurface(infoBox,NULL,ekran,&pos);
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SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);
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SDL_FreeSurface(infoBox);
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currentMessage = new SDL_Rect(pos);
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showCenBox(preth->mainQuit);
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}
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}
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else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_RIGHT))
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else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_RIGHT) && currentMessage)
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{
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if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
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{
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}
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else if (isItIn(&ourMainMenu->lLoadGame,sEvent.motion.x,sEvent.motion.y))
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{
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}
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else if (isItIn(&ourMainMenu->lHighScores,sEvent.motion.x,sEvent.motion.y))
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{
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}
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else if (isItIn(&ourMainMenu->lCredits,sEvent.motion.x,sEvent.motion.y))
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{
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}
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else if (isItIn(&ourMainMenu->lQuit,sEvent.motion.x,sEvent.motion.y))
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{
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SDL_BlitSurface(ourMainMenu->background,currentMessage,ekran,currentMessage);
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SDL_UpdateRect
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(ekran,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);
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}
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hideBox();
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}
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else if (sEvent.type==SDL_KEYDOWN)
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{
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35
CPreGame.h
35
CPreGame.h
@ -1,36 +1,43 @@
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#include "SDL.h"
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#include "CSemiDefHandler.h"
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#include "CSemiLodHandler.h"
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//struct AnimatedPic
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//{
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// std::vector<SDL_Surface*> frames;
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// ~AnimatedPic()
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// {
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// for (int i=0;i<frames.size();i++)
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// {
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// SDL_FreeSurface(frames[i]);
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// delete frames[i];
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// }
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// }
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//};
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#include "CPreGameTextHandler.h"
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class CPreGame;
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extern CPreGame * CPG;
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struct Button
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{
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int type; // 1=yes; 2=no
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SDL_Rect pos;
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(void)(CPreGame::*fun)();
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CSemiDefHandler* imgs;
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Button(int Type, SDL_Rect Pos, void(CPreGame::*Fun)(),CSemiDefHandler* Imgs):imgs(Imgs),type(Type),pos(Pos),fun(Fun){};
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Button(){};
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};
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class CPreGame
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{
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public:
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SDL_Rect * currentMessage;
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std::vector<Button> btns;
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CPreGameTextHandler * preth ;
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SDL_Rect * currentMessage;
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SDL_Surface * behindCurMes;
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enum EState { //where are we?
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mainMenu, ScenarioList
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} state;
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struct menuItems {
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SDL_Surface * background;
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CSemiDefHandler *newGame, *loadGame, *highScores,*credits, *quit;
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CSemiDefHandler *newGame, *loadGame, *highScores,*credits, *quit, *ok, *cancel;
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SDL_Rect lNewGame, lLoadGame, lHighScores, lCredits, lQuit;
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int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit
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} * ourMainMenu, * newGameManu;
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std::string map; //selected map
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std::vector<CSemiLodHandler *> handledLods;
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CPreGame(); //c-tor
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void quit(){exit(0);};
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void showMainMenu();
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void runLoop(); // runs mainloop of PreGame
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void initMainMenu(); //loads components for main menu
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void highlightButton(int which, int on);
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void showCenBox (std::string data);
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void showAskBox (std::string data, void(*f1)(),void(*f2)());
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void hideBox ();
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};
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@ -1,6 +1,24 @@
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#include "CPreGameTextHandler.h"
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#include "stdafx.h"
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||||
|
||||
#include "CPreGameTextHandler.h"
|
||||
std::string CPreGameTextHandler::getTitle(std::string text)
|
||||
{
|
||||
std::string ret;
|
||||
int i=0;
|
||||
while ((text[i++]!='{'));
|
||||
while ((text[i]!='}') && (i<text.length()))
|
||||
ret+=text[i++];
|
||||
return ret;
|
||||
}
|
||||
std::string CPreGameTextHandler::getDescr(std::string text)
|
||||
{
|
||||
std::string ret;
|
||||
int i=0;
|
||||
while ((text[i++]!='}'));
|
||||
i+=2;
|
||||
while ((text[i]!='"') && (i<text.length()))
|
||||
ret+=text[i++];
|
||||
return ret;
|
||||
}
|
||||
void CPreGameTextHandler::loadTexts()
|
||||
{
|
||||
std::ifstream inp("H3bitmap.lod\\ZELP.TXT", std::ios::in|std::ios::binary);
|
||||
|
@ -7,6 +7,8 @@ class CPreGameTextHandler //handles pre - game texts
|
||||
{
|
||||
public:
|
||||
std::string mainNewGame, mainLoadGame, mainHighScores, mainCredits, mainQuit; //right - click texts in main menu
|
||||
std::string getTitle(std::string text);
|
||||
std::string getDescr(std::string text);
|
||||
void loadTexts();
|
||||
};
|
||||
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include "stdafx.h"
|
||||
#include "SDL_Extensions.h"
|
||||
extern SDL_Surface * ekran;
|
||||
SDL_Rect genRect(int hh, int ww, int xx, int yy)
|
||||
{
|
||||
SDL_Rect ret;
|
||||
@ -9,6 +10,19 @@ SDL_Rect genRect(int hh, int ww, int xx, int yy)
|
||||
ret.y=yy;
|
||||
return ret;
|
||||
}
|
||||
SDL_Color genRGB(int r, int g, int b, int a=0)
|
||||
{
|
||||
SDL_Color ret;
|
||||
ret.b=b;
|
||||
ret.g=g;
|
||||
ret.r=r;
|
||||
ret.unused=a;
|
||||
return ret;
|
||||
}
|
||||
void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran)
|
||||
{
|
||||
SDL_UpdateRect(scr,rect->x,rect->y,rect->w,rect->h);
|
||||
}
|
||||
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;
|
||||
|
Loading…
Reference in New Issue
Block a user