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SDL1 wipe, part 4. Codebase cleanup finished. Untested.
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@ -387,7 +387,7 @@ inline void SDLImageLoader::EndLine()
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SDLImageLoader::~SDLImageLoader()
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{
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SDL_UnlockSurface(image->surf);
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SDL_SetColorKey(image->surf, SDL_SRCCOLORKEY, 0);
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SDL_SetColorKey(image->surf, SDL_TRUE, 0);
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//TODO: RLE if compressed and bpp>1
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}
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@ -193,7 +193,7 @@ void CGuiHandler::handleEvent(SDL_Event *sEvent)
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//translate numpad keys
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if(key.keysym.sym == SDLK_KP_ENTER)
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{
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key.keysym.sym = (SDLKey)SDLK_RETURN;
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key.keysym.sym = SDLK_RETURN;
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key.keysym.scancode = SDL_SCANCODE_RETURN;
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}
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@ -445,7 +445,7 @@ void CGuiHandler::drawFPSCounter()
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graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
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}
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SDLKey CGuiHandler::arrowToNum( SDLKey key )
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SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key )
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{
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switch(key)
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{
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@ -462,7 +462,7 @@ SDLKey CGuiHandler::arrowToNum( SDLKey key )
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}
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}
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SDLKey CGuiHandler::numToDigit( SDLKey key )
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SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode key)
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{
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#define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
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@ -495,7 +495,7 @@ SDLKey CGuiHandler::numToDigit( SDLKey key )
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#undef REMOVE_KP
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}
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bool CGuiHandler::isNumKey( SDLKey key, bool number )
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bool CGuiHandler::isNumKey(SDL_Keycode key, bool number)
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{
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if(number)
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return key >= SDLK_KP_1 && key <= SDLK_KP_0;
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@ -503,7 +503,7 @@ bool CGuiHandler::isNumKey( SDLKey key, bool number )
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return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
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}
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bool CGuiHandler::isArrowKey( SDLKey key )
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bool CGuiHandler::isArrowKey(SDL_Keycode key)
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{
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return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
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}
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@ -103,10 +103,10 @@ public:
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ui8 captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
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std::list<CIntObject *> createdObj; //stack of objs being created
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static SDLKey arrowToNum(SDLKey key); //converts arrow key to according numpad key
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static SDLKey numToDigit(SDLKey key);//converts numpad digit key to normal digit key
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static bool isNumKey(SDLKey key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits)
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static bool isArrowKey(SDLKey key);
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static SDL_Keycode arrowToNum(SDL_Keycode key); //converts arrow key to according numpad key
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static SDL_Keycode numToDigit(SDL_Keycode key);//converts numpad digit key to normal digit key
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static bool isNumKey(SDL_Keycode key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits)
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static bool isArrowKey(SDL_Keycode key);
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static bool amIGuiThread();
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static void pushSDLEvent(int type, int usercode = 0);
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};
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@ -18,11 +18,6 @@
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typedef int SDLX_Coord;
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typedef int SDLX_Size;
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typedef SDL_Keycode SDLKey;
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#define SDL_SRCCOLORKEY SDL_TRUE
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#define SDL_FULLSCREEN SDL_WINDOW_FULLSCREEN
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#else
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#error "unknown or unsupported SDL version"
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@ -169,7 +169,7 @@ void CSDL_Ext::alphaTransform(SDL_Surface *src)
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SDL_Color & palColor = src->format->palette->colors[i];
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palColor = colors[i];
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}
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SDL_SetColorKey(src, SDL_SRCCOLORKEY, 0);
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SDL_SetColorKey(src, SDL_TRUE, 0);
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}
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static void prepareOutRect(SDL_Rect *src, SDL_Rect *dst, const SDL_Rect & clip_rect)
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@ -988,7 +988,7 @@ STRONG_INLINE static uint32_t mapColor(SDL_Surface * surface, SDL_Color color)
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void CSDL_Ext::setColorKey(SDL_Surface * surface, SDL_Color color)
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{
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uint32_t key = mapColor(surface,color);
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SDL_SetColorKey(surface, SDL_SRCCOLORKEY, key);
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SDL_SetColorKey(surface, SDL_TRUE, key);
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}
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void CSDL_Ext::setDefaultColorKey(SDL_Surface * surface)
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@ -1003,7 +1003,7 @@ void CSDL_Ext::setDefaultColorKeyPresize(SDL_Surface * surface)
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// set color key only if exactly such color was found
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if (color.r == Colors::DEFAULT_KEY_COLOR.r && color.g == Colors::DEFAULT_KEY_COLOR.g && color.b == Colors::DEFAULT_KEY_COLOR.b)
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SDL_SetColorKey(surface, SDL_SRCCOLORKEY, key);
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SDL_SetColorKey(surface, SDL_TRUE, key);
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}
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@ -1029,7 +1029,7 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
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return;
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ui8 Dir = 0;
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int k = key.keysym.sym;
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SDL_Keycode k = key.keysym.sym;
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const CGHeroInstance *h = curHero(); //selected hero
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const CGTownInstance *t = curTown(); //selected town
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@ -1156,8 +1156,8 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
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int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
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//numpad arrow
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if(CGuiHandler::isArrowKey(SDLKey(k)))
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k = CGuiHandler::arrowToNum(SDLKey(k));
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if(CGuiHandler::isArrowKey(k))
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k = CGuiHandler::arrowToNum(k);
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k -= SDLK_KP_1;
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@ -571,7 +571,7 @@ void CSpellWindow::keyPressed(const SDL_KeyboardEvent & key)
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//alt + 1234567890-= casts spell from 1 - 12 slot
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if(LOCPLINT->altPressed())
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{
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SDLKey hlpKey = key.keysym.sym;
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SDL_Keycode hlpKey = key.keysym.sym;
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if(CGuiHandler::isNumKey(hlpKey, false))
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{
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if(hlpKey == SDLK_KP_PLUS)
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@ -580,7 +580,7 @@ void CSpellWindow::keyPressed(const SDL_KeyboardEvent & key)
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hlpKey = CGuiHandler::numToDigit(hlpKey);
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}
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static const SDLKey spellSelectors[] = {SDLK_1, SDLK_2, SDLK_3, SDLK_4, SDLK_5, SDLK_6, SDLK_7, SDLK_8, SDLK_9, SDLK_0, SDLK_MINUS, SDLK_EQUALS};
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static const SDL_Keycode spellSelectors[] = {SDLK_1, SDLK_2, SDLK_3, SDLK_4, SDLK_5, SDLK_6, SDLK_7, SDLK_8, SDLK_9, SDLK_0, SDLK_MINUS, SDLK_EQUALS};
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int index = -1;
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while(++index < ARRAY_COUNT(spellSelectors) && spellSelectors[index] != hlpKey);
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