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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:
Michał W. Urbańczyk 2007-06-13 14:02:43 +00:00
parent dde1d09194
commit cc3d526a79
8 changed files with 171 additions and 56 deletions

View File

@ -20,7 +20,6 @@
#include "CBuildingHandler.h"
#include "CObjectHandler.h"
#include "CGameInfo.h"
#include "CPreGameTextHandler.h" //TODO - powinno byæ w inicjowaniu preGame, ale to ty tam grzebiesz, wiêc ty to zrób ;]
#if defined(MSDOS) || defined(OS2) || defined(WIN32) || defined(__CYGWIN__)
# include <fcntl.h>
# include <io.h>
@ -213,7 +212,7 @@ int _tmain(int argc, _TCHAR* argv[])
{
TTF_Init();
atexit(TTF_Quit);
TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",18);
TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",16);
screen = SDL_SetVideoMode(800,600,24,SDL_HWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
ekran = screen;
//FILE * zr = fopen("mal.txt","r");
@ -259,8 +258,6 @@ int _tmain(int argc, _TCHAR* argv[])
CObjectHandler * objh = new CObjectHandler;
objh->loadObjects();
cgi->objh = objh;
CPreGameTextHandler * preth = new CPreGameTextHandler;
preth->loadTexts();
CAmbarCendamo * ac = new CAmbarCendamo("4gryf");
cgi->ac = ac;
THC std::cout<<"Wczytywanie pliku: "<<tmh.getDif()<<std::endl;

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@ -84,7 +84,8 @@ std::vector<std::string> * CMessage::breakText(std::string text)
ret->push_back(text);
return ret;
}
SDL_Surface * CMessage::genMessage(std::string title, std::string text, EWindowType type)
SDL_Surface * CMessage::genMessage
(std::string title, std::string text, EWindowType type, std::vector<CSemiDefHandler*> *addPics, void * cb)
{
//max x 320 okolo 30 znakow
std::vector<std::string> * tekst;
@ -95,12 +96,17 @@ SDL_Surface * CMessage::genMessage(std::string title, std::string text, EWindowT
}
else tekst = breakText(text);
int ww, hh; //wymiary boksa
if (319>60*13*text.length())
ww = 60*13*text.length();
if (319>30+13*text.length())
ww = 30+13*text.length();
else ww = 319;
if (title.length())
hh=130+(21*tekst->size());
else hh=80+(21*tekst->size());
hh=110+(21*tekst->size());
else hh=60+(21*tekst->size());
if (type==EWindowType::yesOrNO) //make place for buttons
{
if (ww<200) ww=200;
hh+=70;
}
SDL_Surface * ret = drawBox1(ww,hh);
//prepare title text
@ -110,13 +116,26 @@ SDL_Surface * CMessage::genMessage(std::string title, std::string text, EWindowT
SDL_BlitSurface(titleText,NULL,ret,&tytul);
SDL_FreeSurface(titleText);
//draw text
for (int i=0; i<tekst->size(); i++)
for (int i=0; i<tekst->size(); i++)
{
SDL_Surface * tresc = TTF_RenderText_Shaded(TNRB,(*tekst)[i].c_str(),zwykly,tlo);
SDL_Rect trescRect = genRect(tresc->h,tresc->w,((ret->w/2)-(tresc->w/2)),77+i*21);
SDL_BlitSurface(tresc,NULL,ret,&trescRect);
SDL_FreeSurface(tresc);
}
if (type==EWindowType::yesOrNO) // add buttons
{
int by = 40+77+tekst->size()*21;
int hwo = (*addPics)[0]->ourImages[0].bitmap->w, hwc=(*addPics)[0]->ourImages[0].bitmap->w;
//ok
SDL_Rect trescRect = genRect((*addPics)[0]->ourImages[0].bitmap->h,hwo,((ret->w/2)-hwo-10),by);
SDL_BlitSurface((*addPics)[0]->ourImages[0].bitmap,NULL,ret,&trescRect);
((std::vector<SDL_Rect>*)(cb))->push_back(trescRect);
//cancel
trescRect = genRect((*addPics)[1]->ourImages[0].bitmap->h,hwc,((ret->w/2)+10),by);
SDL_BlitSurface((*addPics)[1]->ourImages[0].bitmap,NULL,ret,&trescRect);
((std::vector<SDL_Rect>*)(cb))->push_back(trescRect);
}
delete tekst;
return ret;
}

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@ -10,7 +10,8 @@ public:
std::vector<std::string> * breakText(std::string text);
CSemiDefHandler * piecesOfBox;
SDL_Surface * background;
SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly);
SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
std::vector<CSemiDefHandler*> *addPics=NULL, void * cb=NULL);
SDL_Surface * drawBox1(int w, int h);
CMessage();
};

View File

@ -4,6 +4,9 @@
#include "CMessage.h"
extern SDL_Surface * ekran;
SDL_Rect genRect(int hh, int ww, int xx, int yy);
SDL_Color genRGB(int r, int g, int b, int a=0);
CPreGame * CPG;
void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
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))
@ -12,9 +15,13 @@ bool isItIn(const SDL_Rect * rect, int x, int y)
}
CPreGame::CPreGame()
{
preth = new CPreGameTextHandler;
preth->loadTexts();
currentMessage=NULL;
behindCurMes=NULL;
initMainMenu();
showMainMenu();
CPG=this;
}
void CPreGame::initMainMenu()
{
@ -28,6 +35,8 @@ void CPreGame::initMainMenu()
ourMainMenu->highScores = slh->giveDef("ZMENUHS.DEF");
ourMainMenu->credits = slh->giveDef("ZMENUCR.DEF");
ourMainMenu->quit = slh->giveDef("ZMENUQT.DEF");
ourMainMenu->ok = slh->giveDef("IOKAY.DEF");
ourMainMenu->cancel = slh->giveDef("ICANCEL.DEF");
// new game button location
ourMainMenu->lNewGame.h=ourMainMenu->newGame->ourImages[0].bitmap->h;
ourMainMenu->lNewGame.w=ourMainMenu->newGame->ourImages[0].bitmap->w;
@ -61,7 +70,6 @@ void CPreGame::initMainMenu()
void CPreGame::showMainMenu()
{
SDL_BlitSurface(ourMainMenu->background,NULL,ekran,NULL);
SDL_Flip(ekran);
SDL_BlitSurface(ourMainMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lNewGame);
SDL_BlitSurface(ourMainMenu->loadGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lLoadGame);
SDL_BlitSurface(ourMainMenu->highScores->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lHighScores);
@ -101,9 +109,59 @@ void CPreGame::highlightButton(int which, int on)
}
SDL_Flip(ekran);
}
void CPreGame::runLoop()
void CPreGame::showCenBox (std::string data)
{
CMessage * cmh = new CMessage();
SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data));
behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
SDL_Rect pos = genRect(infoBox->h,infoBox->w,
(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));
SDL_BlitSurface(ekran,&pos,behindCurMes,NULL);
SDL_BlitSurface(infoBox,NULL,ekran,&pos);
SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);
SDL_FreeSurface(infoBox);
currentMessage = new SDL_Rect(pos);
delete cmh;
}
void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)())
{
CMessage * cmh = new CMessage();
std::vector<CSemiDefHandler*> * przyciski = new std::vector<CSemiDefHandler*>(0);
std::vector<SDL_Rect> * btnspos= new std::vector<SDL_Rect>(0);
przyciski->push_back(ourMainMenu->ok);
przyciski->push_back(ourMainMenu->cancel);
SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data), EWindowType::yesOrNO, przyciski, btnspos);
behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
SDL_Rect pos = genRect(infoBox->h,infoBox->w,
(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));
SDL_BlitSurface(ekran,&pos,behindCurMes,NULL);
SDL_BlitSurface(infoBox,NULL,ekran,&pos);
SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);
SDL_FreeSurface(infoBox);
currentMessage = new SDL_Rect(pos);
(*btnspos)[0].x+=pos.x;
(*btnspos)[0].y+=pos.y;
(*btnspos)[1].x+=pos.x;
(*btnspos)[1].y+=pos.y;
btns.push_back(Button(1,(*btnspos)[0],&CPreGame::quit,ourMainMenu->ok));
btns.push_back(Button(2,(*btnspos)[1],(&CPreGame::hideBox),ourMainMenu->cancel));
delete cmh;
delete przyciski;
delete btnspos;
}
void CPreGame::hideBox ()
{
SDL_BlitSurface(behindCurMes,NULL,ekran,currentMessage);
SDL_UpdateRect
(ekran,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);
btns.clear();
SDL_FreeSurface(behindCurMes);
delete currentMessage;
currentMessage = NULL;
behindCurMes=NULL;
}
void CPreGame::runLoop()
{
SDL_Event sEvent;
while(true)
{
@ -204,6 +262,14 @@ void CPreGame::runLoop()
}
else 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))
{
SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos);
updateRect(&btns[i].pos);
}
}
if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(1,1);
@ -232,6 +298,16 @@ void CPreGame::runLoop()
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (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))
(this->*(btns[i].fun))();
else
{
SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,ekran,&btns[i].pos);
updateRect(&btns[i].pos);
}
}
if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(1,2);
@ -256,54 +332,35 @@ void CPreGame::runLoop()
{
highlightButton(5,2);
ourMainMenu->highlighted=5;
showAskBox("\"{BBBB}BBDDDDDDDDDD\"",NULL,NULL);
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_RIGHT))
{
if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(preth->mainNewGame);
}
else if (isItIn(&ourMainMenu->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(preth->mainLoadGame);
}
else if (isItIn(&ourMainMenu->lHighScores,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(preth->mainHighScores);
}
else if (isItIn(&ourMainMenu->lCredits,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(preth->mainCredits);
}
else if (isItIn(&ourMainMenu->lQuit,sEvent.motion.x,sEvent.motion.y))
{
SDL_Surface * infoBox = cmh->genMessage("Quit", "Return to Windows");
//SDL_Surface * infoBox = cmh->genMessage("Quit", "View the legendary Heores of Might and Magic abbbba");
SDL_Rect pos = genRect(infoBox->h,infoBox->w,
(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));
SDL_BlitSurface(infoBox,NULL,ekran,&pos);
SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);
SDL_FreeSurface(infoBox);
currentMessage = new SDL_Rect(pos);
showCenBox(preth->mainQuit);
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_RIGHT))
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_RIGHT) && currentMessage)
{
if (isItIn(&ourMainMenu->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
}
else if (isItIn(&ourMainMenu->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{
}
else if (isItIn(&ourMainMenu->lHighScores,sEvent.motion.x,sEvent.motion.y))
{
}
else if (isItIn(&ourMainMenu->lCredits,sEvent.motion.x,sEvent.motion.y))
{
}
else if (isItIn(&ourMainMenu->lQuit,sEvent.motion.x,sEvent.motion.y))
{
SDL_BlitSurface(ourMainMenu->background,currentMessage,ekran,currentMessage);
SDL_UpdateRect
(ekran,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);
}
hideBox();
}
else if (sEvent.type==SDL_KEYDOWN)
{

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@ -1,36 +1,43 @@
#include "SDL.h"
#include "CSemiDefHandler.h"
#include "CSemiLodHandler.h"
//struct AnimatedPic
//{
// std::vector<SDL_Surface*> frames;
// ~AnimatedPic()
// {
// for (int i=0;i<frames.size();i++)
// {
// SDL_FreeSurface(frames[i]);
// delete frames[i];
// }
// }
//};
#include "CPreGameTextHandler.h"
class CPreGame;
extern CPreGame * CPG;
struct Button
{
int type; // 1=yes; 2=no
SDL_Rect pos;
(void)(CPreGame::*fun)();
CSemiDefHandler* imgs;
Button(int Type, SDL_Rect Pos, void(CPreGame::*Fun)(),CSemiDefHandler* Imgs):imgs(Imgs),type(Type),pos(Pos),fun(Fun){};
Button(){};
};
class CPreGame
{
public:
SDL_Rect * currentMessage;
std::vector<Button> btns;
CPreGameTextHandler * preth ;
SDL_Rect * currentMessage;
SDL_Surface * behindCurMes;
enum EState { //where are we?
mainMenu, ScenarioList
} state;
struct menuItems {
SDL_Surface * background;
CSemiDefHandler *newGame, *loadGame, *highScores,*credits, *quit;
CSemiDefHandler *newGame, *loadGame, *highScores,*credits, *quit, *ok, *cancel;
SDL_Rect lNewGame, lLoadGame, lHighScores, lCredits, lQuit;
int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit
} * ourMainMenu, * newGameManu;
std::string map; //selected map
std::vector<CSemiLodHandler *> handledLods;
CPreGame(); //c-tor
void quit(){exit(0);};
void showMainMenu();
void runLoop(); // runs mainloop of PreGame
void initMainMenu(); //loads components for main menu
void highlightButton(int which, int on);
void showCenBox (std::string data);
void showAskBox (std::string data, void(*f1)(),void(*f2)());
void hideBox ();
};

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@ -1,6 +1,24 @@
#include "CPreGameTextHandler.h"
#include "stdafx.h"
#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);

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@ -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();
};

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@ -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;