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* basic in-game console
This commit is contained in:
parent
6a37aebec0
commit
f794644c2a
@ -1387,6 +1387,8 @@ void CAdvMapInt::activate()
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terrain.activate();
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KeyInterested::activate();
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show();
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LOCPLINT->cingconsole->activate();
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}
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void CAdvMapInt::deactivate()
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{
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@ -1397,6 +1399,8 @@ void CAdvMapInt::deactivate()
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}
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KeyInterested::deactivate();
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hide();
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LOCPLINT->cingconsole->deactivate();
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}
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void CAdvMapInt::show(SDL_Surface *to)
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{
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@ -1424,6 +1428,7 @@ void CAdvMapInt::show(SDL_Surface *to)
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statusbar.show();
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infoBar.draw();
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LOCPLINT->cingconsole->show();
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}
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void CAdvMapInt::hide()
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{
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@ -1491,7 +1496,8 @@ void CAdvMapInt::update()
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terrain.show();
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for(int i=0;i<4;i++)
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blitAt(gems[i]->ourImages[LOCPLINT->playerID].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i]);
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updateScreen=false;
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updateScreen=false;
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LOCPLINT->cingconsole->show();
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}
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if (updateMinimap)
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{
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@ -350,6 +350,8 @@ void CBattleInterface::activate()
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attackingHero->activate();
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if(defendingHero)
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defendingHero->activate();
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LOCPLINT->cingconsole->activate();
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}
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void CBattleInterface::deactivate()
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@ -373,6 +375,8 @@ void CBattleInterface::deactivate()
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attackingHero->deactivate();
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if(defendingHero)
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defendingHero->deactivate();
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LOCPLINT->cingconsole->deactivate();
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}
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void CBattleInterface::show(SDL_Surface * to)
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@ -655,6 +659,8 @@ void CBattleInterface::show(SDL_Surface * to)
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resWindow->show(to);
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}
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//showing in-gmae console
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LOCPLINT->cingconsole->show();
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//printing border around interface
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if(screen->w != 800 || screen->h !=600)
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@ -2454,7 +2460,11 @@ CBattleConsole::~CBattleConsole()
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void CBattleConsole::show(SDL_Surface * to)
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{
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if(alterTxt.size())
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if(ingcAlter.size())
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{
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CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
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}
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else if(alterTxt.size())
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{
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CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
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}
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@ -1,287 +1,289 @@
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#ifndef __CBATTLEINTERFACE_H__
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#define __CBATTLEINTERFACE_H__
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#include "global.h"
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#include "CPlayerInterface.h"
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#include <list>
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class CCreatureSet;
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class CGHeroInstance;
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class CDefHandler;
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class CStack;
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class CCallback;
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class AdventureMapButton;
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class CHighlightableButton;
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class CHighlightableButtonsGroup;
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struct BattleResult;
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struct SpellCasted;
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template <typename T> struct CondSh;
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class CBattleInterface;
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class CBattleHero : public IShowable, public ClickableL
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{
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public:
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bool flip; //false if it's attacking hero, true otherwise
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CDefHandler * dh, *flag; //animation and flag
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const CGHeroInstance * myHero; //this animation's hero instance
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const CBattleInterface * myOwner; //battle interface to which this animation is assigned
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int phase; //stage of animation
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int nextPhase; //stage of animation to be set after current phase is fully displayed
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int image; //frame of animation
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unsigned char flagAnim, flagAnimCount; //for flag animation
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void show(SDL_Surface * to); //prints next frame of animation to to
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void activate();
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void deactivate();
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void setPhase(int newPhase); //sets phase of hero animation
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void clickLeft(boost::logic::tribool down); //call-in
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CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
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~CBattleHero(); //d-tor
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};
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class CBattleHex : public Hoverable, public MotionInterested, public ClickableL, public ClickableR
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{
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private:
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bool setAlterText; //if true, this hex has set alternative text in console and will clean it
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public:
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unsigned int myNumber; //number of hex in commonly used format
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bool accesible; //if true, this hex is accessible for units
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//CStack * ourStack;
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bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
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CBattleInterface * myInterface; //interface that owns me
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static std::pair<int, int> getXYUnitAnim(const int & hexNum, const bool & attacker, const CCreature * creature); //returns (x, y) of left top corner of animation
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//for user interactions
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void hover (bool on);
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void activate();
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void deactivate();
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void clickLeft(boost::logic::tribool down);
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void clickRight(boost::logic::tribool down);
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CBattleHex();
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};
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class CBattleObstacle
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{
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std::vector<int> lockedHexes;
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};
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class CBattleConsole : public IShowable, public CIntObject
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{
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private:
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std::vector< std::string > texts; //a place where texts are stored
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int lastShown; //last shown line of text
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public:
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std::string alterTxt; //if it's not empty, this text is displayed
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int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
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CBattleConsole(); //c-tor
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~CBattleConsole(); //d-tor
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void show(SDL_Surface * to = 0);
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bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
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void eraseText(unsigned int pos); //erases added text at position pos
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void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
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void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
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void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
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};
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class CBattleReslutWindow : public IShowable, public CIntObject, public IActivable
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{
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private:
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SDL_Surface * background;
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AdventureMapButton * exit;
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public:
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CBattleReslutWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
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~CBattleReslutWindow(); //d-tor
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void bExitf(); //exit button callback
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void activate();
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void deactivate();
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void show(SDL_Surface * to = 0);
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};
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class CBattleOptionsWindow : public IShowable, public CIntObject, public IActivable
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{
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private:
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CBattleInterface * myInt;
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SDL_Surface * background;
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AdventureMapButton * setToDefault, * exit;
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CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
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CHighlightableButtonsGroup * animSpeeds;
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public:
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CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
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~CBattleOptionsWindow(); //d-tor
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void bDefaultf(); //dafault button callback
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void bExitf(); //exit button callback
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void activate();
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void deactivate();
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void show(SDL_Surface * to = 0);
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};
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struct BattleSettings
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{
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BattleSettings()
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{
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printCellBorders = true;
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printStackRange = true;
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animSpeed = 2;
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printMouseShadow = true;
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}
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bool printCellBorders; //if true, cell borders will be printed
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bool printStackRange; //if true,range of active stack will be printed
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int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
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bool printMouseShadow; //if true, hex under mouse will be shaded
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#ifndef __CBATTLEINTERFACE_H__
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#define __CBATTLEINTERFACE_H__
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & printCellBorders & printStackRange & printMouseShadow;
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}
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};
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class CBattleInterface : public CMainInterface, public MotionInterested, public KeyInterested
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{
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private:
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SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
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AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
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* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
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CBattleConsole * console;
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CBattleHero * attackingHero, * defendingHero; //fighting heroes
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CCreatureSet * army1, * army2; //fighting armies
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CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
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std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
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std::map< int, CDefHandler * > idToProjectile; //projectiles of creaures (creatureID, defhandler)
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std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
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std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
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std::map< int, int > spellToEffect; //which effect should be played when different spells are casted (spellID, effectID)
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unsigned char animCount;
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int activeStack; //number of active stack; -1 - no one
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int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
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std::vector<int> shadedHexes; //hexes available for active stack
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int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
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int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
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float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
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std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
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bool spellDestSelectMode; //if true, player is choosing destination for his spell
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int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle, -1 - no location
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BattleAction * spellToCast; //spell for which player is choosing destination
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class CAttHelper
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{
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public:
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int ID; //attacking stack
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int IDby; //attacked stack
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int dest; //atacked hex
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int frame, maxframe; //frame of animation, number of frames of animation
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int hitCount; //for delaying animation
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bool reversing;
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int posShiftDueToDist;
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bool shooting;
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int shootingGroup; //if shooting is true, print this animation group
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} * attackingInfo;
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void attackingShowHelper();
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void redrawBackgroundWithHexes(int activeStack);
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void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
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struct SProjectileInfo
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{
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int x, y; //position on the screen
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int dx, dy; //change in position in one step
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int step, lastStep; //to know when finish showing this projectile
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int creID; //ID of creature that shot this projectile
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int frameNum; //frame to display form projectile animation
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bool spin; //if true, frameNum will be increased
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int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
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bool reverse; //if true, projectile will be flipped by vertical asix
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};
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std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
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void projectileShowHelper(SDL_Surface * to=NULL); //prints projectiles present on the battlefield
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void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
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bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighbouring any tile from active stack's range or is one of these tiles
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struct SBattleEffect
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{
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int x, y; //position on the screen
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int frame, maxFrame;
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CDefHandler * anim; //animation to display
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};
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std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
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public:
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
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~CBattleInterface(); //d-tor
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//std::vector<TimeInterested*> timeinterested; //animation handling
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static BattleSettings settings;
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void setPrintCellBorders(bool set); //if true, cell borders will be printed
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void setPrintStackRange(bool set); //if true,range of active stack will be printed
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void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
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void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
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int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
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CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
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std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
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SDL_Surface * cellBorder, * cellShade;
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CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
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bool myTurn; //if true, interface is active (commands can be ordered
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CBattleReslutWindow * resWindow; //window of end of battle
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bool showStackQueue; //if true, queue of stacks will be shown
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bool moveStarted; //if true, the creature that is already moving is going to make its first step
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//button handle funcs:
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void bOptionsf();
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void bSurrenderf();
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void bFleef();
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void reallyFlee(); //performs fleeing without asking player
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void bAutofightf();
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void bSpellf();
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void bWaitf();
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void bDefencef();
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void bConsoleUpf();
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void bConsoleDownf();
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//end of button handle funcs
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//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
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void activate();
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void deactivate();
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void show(SDL_Surface * to = NULL);
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void keyPressed(const SDL_KeyboardEvent & key);
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void mouseMoved(const SDL_MouseMotionEvent &sEvent);
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bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
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void handleStartMoving(int number); //animation of starting move; some units don't have this animation (ie. halberdier)
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struct SStackAttackedInfo
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{
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int ID; //id of attacked stack
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int dmg; //damage dealt
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int amountKilled; //how many creatures in stack has been killed
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int IDby; //ID of attacking stack
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bool byShooting; //if true, stack has been attacked by shooting
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bool killed; //if true, stack has been killed
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};
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//call-ins
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void newStack(CStack stack); //new stack appeared on battlefield
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void stackRemoved(CStack stack); //stack disappeared from batlefiled
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//void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
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void stackActivated(int number); //active stack has been changed
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void stackMoved(int number, int destHex, bool endMoving, int distance); //stack with id number moved to destHex
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void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
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void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
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void newRound(int number); //caled when round is ended; number is the number of round
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void hexLclicked(int whichOne); //hex only call-in
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void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
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void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
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void spellCasted(SpellCasted * sc); //called when a hero casts a spell
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void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
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void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
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void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
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friend class CBattleHex;
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friend class CBattleReslutWindow;
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friend class CPlayerInterface;
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friend class AdventureMapButton;
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};
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#endif // __CBATTLEINTERFACE_H__
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#include "global.h"
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#include "CPlayerInterface.h"
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#include <list>
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class CCreatureSet;
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class CGHeroInstance;
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class CDefHandler;
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class CStack;
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class CCallback;
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class AdventureMapButton;
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class CHighlightableButton;
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class CHighlightableButtonsGroup;
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struct BattleResult;
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struct SpellCasted;
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template <typename T> struct CondSh;
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class CBattleInterface;
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class CBattleHero : public IShowable, public ClickableL
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{
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public:
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bool flip; //false if it's attacking hero, true otherwise
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CDefHandler * dh, *flag; //animation and flag
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const CGHeroInstance * myHero; //this animation's hero instance
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const CBattleInterface * myOwner; //battle interface to which this animation is assigned
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int phase; //stage of animation
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int nextPhase; //stage of animation to be set after current phase is fully displayed
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int image; //frame of animation
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unsigned char flagAnim, flagAnimCount; //for flag animation
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void show(SDL_Surface * to); //prints next frame of animation to to
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void activate();
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void deactivate();
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void setPhase(int newPhase); //sets phase of hero animation
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void clickLeft(boost::logic::tribool down); //call-in
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CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
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~CBattleHero(); //d-tor
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};
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class CBattleHex : public Hoverable, public MotionInterested, public ClickableL, public ClickableR
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{
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private:
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bool setAlterText; //if true, this hex has set alternative text in console and will clean it
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public:
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unsigned int myNumber; //number of hex in commonly used format
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bool accesible; //if true, this hex is accessible for units
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//CStack * ourStack;
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bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
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CBattleInterface * myInterface; //interface that owns me
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static std::pair<int, int> getXYUnitAnim(const int & hexNum, const bool & attacker, const CCreature * creature); //returns (x, y) of left top corner of animation
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//for user interactions
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void hover (bool on);
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void activate();
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void deactivate();
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void clickLeft(boost::logic::tribool down);
|
||||
void clickRight(boost::logic::tribool down);
|
||||
CBattleHex();
|
||||
};
|
||||
|
||||
class CBattleObstacle
|
||||
{
|
||||
std::vector<int> lockedHexes;
|
||||
};
|
||||
|
||||
class CBattleConsole : public IShowable, public CIntObject
|
||||
{
|
||||
private:
|
||||
std::vector< std::string > texts; //a place where texts are stored
|
||||
int lastShown; //last shown line of text
|
||||
public:
|
||||
std::string alterTxt; //if it's not empty, this text is displayed
|
||||
std::string ingcAlter; //alternative text set by in-game console - very important!
|
||||
int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
|
||||
CBattleConsole(); //c-tor
|
||||
~CBattleConsole(); //d-tor
|
||||
void show(SDL_Surface * to = 0);
|
||||
bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
|
||||
void eraseText(unsigned int pos); //erases added text at position pos
|
||||
void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
|
||||
void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
|
||||
void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
|
||||
};
|
||||
|
||||
class CBattleReslutWindow : public IShowable, public CIntObject, public IActivable
|
||||
{
|
||||
private:
|
||||
SDL_Surface * background;
|
||||
AdventureMapButton * exit;
|
||||
public:
|
||||
CBattleReslutWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
|
||||
~CBattleReslutWindow(); //d-tor
|
||||
|
||||
void bExitf(); //exit button callback
|
||||
|
||||
void activate();
|
||||
void deactivate();
|
||||
void show(SDL_Surface * to = 0);
|
||||
};
|
||||
|
||||
class CBattleOptionsWindow : public IShowable, public CIntObject, public IActivable
|
||||
{
|
||||
private:
|
||||
CBattleInterface * myInt;
|
||||
SDL_Surface * background;
|
||||
AdventureMapButton * setToDefault, * exit;
|
||||
CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
|
||||
CHighlightableButtonsGroup * animSpeeds;
|
||||
public:
|
||||
CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
|
||||
~CBattleOptionsWindow(); //d-tor
|
||||
|
||||
void bDefaultf(); //dafault button callback
|
||||
void bExitf(); //exit button callback
|
||||
|
||||
void activate();
|
||||
void deactivate();
|
||||
void show(SDL_Surface * to = 0);
|
||||
};
|
||||
|
||||
struct BattleSettings
|
||||
{
|
||||
BattleSettings()
|
||||
{
|
||||
printCellBorders = true;
|
||||
printStackRange = true;
|
||||
animSpeed = 2;
|
||||
printMouseShadow = true;
|
||||
}
|
||||
bool printCellBorders; //if true, cell borders will be printed
|
||||
bool printStackRange; //if true,range of active stack will be printed
|
||||
int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
|
||||
bool printMouseShadow; //if true, hex under mouse will be shaded
|
||||
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & printCellBorders & printStackRange & printMouseShadow;
|
||||
}
|
||||
};
|
||||
|
||||
class CBattleInterface : public CMainInterface, public MotionInterested, public KeyInterested
|
||||
{
|
||||
private:
|
||||
SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
|
||||
AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
|
||||
* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
|
||||
CBattleConsole * console;
|
||||
CBattleHero * attackingHero, * defendingHero; //fighting heroes
|
||||
CCreatureSet * army1, * army2; //fighting armies
|
||||
CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
|
||||
std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
|
||||
std::map< int, CDefHandler * > idToProjectile; //projectiles of creaures (creatureID, defhandler)
|
||||
std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
|
||||
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
|
||||
std::map< int, int > spellToEffect; //which effect should be played when different spells are casted (spellID, effectID)
|
||||
unsigned char animCount;
|
||||
int activeStack; //number of active stack; -1 - no one
|
||||
int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
|
||||
std::vector<int> shadedHexes; //hexes available for active stack
|
||||
int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
|
||||
int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
|
||||
float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
|
||||
std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
|
||||
|
||||
bool spellDestSelectMode; //if true, player is choosing destination for his spell
|
||||
int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle, -1 - no location
|
||||
BattleAction * spellToCast; //spell for which player is choosing destination
|
||||
|
||||
class CAttHelper
|
||||
{
|
||||
public:
|
||||
int ID; //attacking stack
|
||||
int IDby; //attacked stack
|
||||
int dest; //atacked hex
|
||||
int frame, maxframe; //frame of animation, number of frames of animation
|
||||
int hitCount; //for delaying animation
|
||||
bool reversing;
|
||||
int posShiftDueToDist;
|
||||
bool shooting;
|
||||
int shootingGroup; //if shooting is true, print this animation group
|
||||
} * attackingInfo;
|
||||
void attackingShowHelper();
|
||||
void redrawBackgroundWithHexes(int activeStack);
|
||||
void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
|
||||
|
||||
struct SProjectileInfo
|
||||
{
|
||||
int x, y; //position on the screen
|
||||
int dx, dy; //change in position in one step
|
||||
int step, lastStep; //to know when finish showing this projectile
|
||||
int creID; //ID of creature that shot this projectile
|
||||
int frameNum; //frame to display form projectile animation
|
||||
bool spin; //if true, frameNum will be increased
|
||||
int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
|
||||
bool reverse; //if true, projectile will be flipped by vertical asix
|
||||
};
|
||||
std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
|
||||
void projectileShowHelper(SDL_Surface * to=NULL); //prints projectiles present on the battlefield
|
||||
void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
|
||||
bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighbouring any tile from active stack's range or is one of these tiles
|
||||
|
||||
struct SBattleEffect
|
||||
{
|
||||
int x, y; //position on the screen
|
||||
int frame, maxFrame;
|
||||
CDefHandler * anim; //animation to display
|
||||
};
|
||||
std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
|
||||
public:
|
||||
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
|
||||
~CBattleInterface(); //d-tor
|
||||
|
||||
//std::vector<TimeInterested*> timeinterested; //animation handling
|
||||
static BattleSettings settings;
|
||||
void setPrintCellBorders(bool set); //if true, cell borders will be printed
|
||||
void setPrintStackRange(bool set); //if true,range of active stack will be printed
|
||||
void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
|
||||
void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
|
||||
int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
|
||||
|
||||
CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
|
||||
std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
|
||||
SDL_Surface * cellBorder, * cellShade;
|
||||
CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
|
||||
bool myTurn; //if true, interface is active (commands can be ordered
|
||||
CBattleReslutWindow * resWindow; //window of end of battle
|
||||
bool showStackQueue; //if true, queue of stacks will be shown
|
||||
|
||||
bool moveStarted; //if true, the creature that is already moving is going to make its first step
|
||||
|
||||
//button handle funcs:
|
||||
void bOptionsf();
|
||||
void bSurrenderf();
|
||||
void bFleef();
|
||||
void reallyFlee(); //performs fleeing without asking player
|
||||
void bAutofightf();
|
||||
void bSpellf();
|
||||
void bWaitf();
|
||||
void bDefencef();
|
||||
void bConsoleUpf();
|
||||
void bConsoleDownf();
|
||||
//end of button handle funcs
|
||||
//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
|
||||
void activate();
|
||||
void deactivate();
|
||||
void show(SDL_Surface * to = NULL);
|
||||
void keyPressed(const SDL_KeyboardEvent & key);
|
||||
void mouseMoved(const SDL_MouseMotionEvent &sEvent);
|
||||
bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
|
||||
void handleStartMoving(int number); //animation of starting move; some units don't have this animation (ie. halberdier)
|
||||
|
||||
struct SStackAttackedInfo
|
||||
{
|
||||
int ID; //id of attacked stack
|
||||
int dmg; //damage dealt
|
||||
int amountKilled; //how many creatures in stack has been killed
|
||||
int IDby; //ID of attacking stack
|
||||
bool byShooting; //if true, stack has been attacked by shooting
|
||||
bool killed; //if true, stack has been killed
|
||||
};
|
||||
|
||||
//call-ins
|
||||
void newStack(CStack stack); //new stack appeared on battlefield
|
||||
void stackRemoved(CStack stack); //stack disappeared from batlefiled
|
||||
//void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
|
||||
void stackActivated(int number); //active stack has been changed
|
||||
void stackMoved(int number, int destHex, bool endMoving, int distance); //stack with id number moved to destHex
|
||||
void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
|
||||
void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
|
||||
void newRound(int number); //caled when round is ended; number is the number of round
|
||||
void hexLclicked(int whichOne); //hex only call-in
|
||||
void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
|
||||
void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
|
||||
void spellCasted(SpellCasted * sc); //called when a hero casts a spell
|
||||
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
|
||||
void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
|
||||
void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
|
||||
|
||||
friend class CBattleHex;
|
||||
friend class CBattleReslutWindow;
|
||||
friend class CPlayerInterface;
|
||||
friend class AdventureMapButton;
|
||||
friend class CInGameConsole;
|
||||
};
|
||||
|
||||
#endif // __CBATTLEINTERFACE_H__
|
||||
|
1
CMT.cpp
1
CMT.cpp
@ -79,6 +79,7 @@ int main(int argc, char** argv)
|
||||
CGameInfo * cgi = CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
|
||||
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO)==0)
|
||||
{
|
||||
SDL_EnableUNICODE(1);
|
||||
screen = SDL_SetVideoMode(800,600,conf.cc.bpp,SDL_SWSURFACE|SDL_DOUBLEBUF|(conf.cc.fullscreen?SDL_FULLSCREEN:0)); //initializing important global surface
|
||||
tlog0 <<"\tInitializing screen: "<<pomtime.getDif();
|
||||
tlog0 << std::endl;
|
||||
|
@ -1099,6 +1099,7 @@ CPlayerInterface::CPlayerInterface(int Player, int serial)
|
||||
SDL_initFramerate(mainFPSmng);
|
||||
SDL_setFramerate(mainFPSmng, 48);
|
||||
//framerate keeper initialized
|
||||
cingconsole = new CInGameConsole;
|
||||
}
|
||||
CPlayerInterface::~CPlayerInterface()
|
||||
{
|
||||
@ -1106,6 +1107,7 @@ CPlayerInterface::~CPlayerInterface()
|
||||
delete showingDialog;
|
||||
delete mainFPSmng;
|
||||
delete adventureInt;
|
||||
delete cingconsole;
|
||||
|
||||
for(std::map<int,SDL_Surface*>::iterator i=graphics->heroWins.begin(); i!= graphics->heroWins.end(); i++)
|
||||
SDL_FreeSurface(i->second);
|
||||
@ -1911,9 +1913,19 @@ void CPlayerInterface::handleEvent(SDL_Event *sEvent)
|
||||
key.keysym.sym = (SDLKey)SDLK_RETURN;
|
||||
}
|
||||
|
||||
bool keysCaptured = false;
|
||||
for(std::list<KeyInterested*>::iterator i=keyinterested.begin(); i != keyinterested.end();i++)
|
||||
{
|
||||
if((*i)->captureAllKeys)
|
||||
{
|
||||
keysCaptured = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
std::list<KeyInterested*> miCopy = keyinterested;
|
||||
for(std::list<KeyInterested*>::iterator i=miCopy.begin(); i != miCopy.end();i++)
|
||||
if(vstd::contains(keyinterested,*i))
|
||||
if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureAllKeys))
|
||||
(**i).keyPressed(key);
|
||||
}
|
||||
else if(sEvent->type==SDL_MOUSEMOTION)
|
||||
@ -2605,16 +2617,19 @@ CStatusBar::~CStatusBar()
|
||||
}
|
||||
void CStatusBar::clear()
|
||||
{
|
||||
current="";
|
||||
SDL_Rect pom = genRect(pos.h,pos.w,pos.x,pos.y);
|
||||
SDL_BlitSurface(bg,&genRect(pos.h,pos.w,0,0),screen,&pom);
|
||||
if(LOCPLINT->cingconsole->enteredText == "") //for appropriate support for in-game console
|
||||
{
|
||||
current="";
|
||||
show();
|
||||
}
|
||||
}
|
||||
void CStatusBar::print(const std::string & text)
|
||||
{
|
||||
current=text;
|
||||
SDL_Rect pom = genRect(pos.h,pos.w,pos.x,pos.y);
|
||||
SDL_BlitSurface(bg,&genRect(pos.h,pos.w,0,0),screen,&pom);
|
||||
printAtMiddle(current,middlex,middley,GEOR13,zwykly);
|
||||
if(LOCPLINT->cingconsole->enteredText == "" || text == LOCPLINT->cingconsole->enteredText) //for appropriate support for in-game console
|
||||
{
|
||||
current=text;
|
||||
show();
|
||||
}
|
||||
}
|
||||
void CStatusBar::show()
|
||||
{
|
||||
@ -4570,4 +4585,132 @@ void CTavernWindow::HeroPortrait::hover( bool on )
|
||||
LOCPLINT->statusbar->print(hoverName);
|
||||
else
|
||||
LOCPLINT->statusbar->clear();
|
||||
}
|
||||
}
|
||||
|
||||
void CInGameConsole::activate()
|
||||
{
|
||||
KeyInterested::activate();
|
||||
}
|
||||
|
||||
void CInGameConsole::deactivate()
|
||||
{
|
||||
KeyInterested::deactivate();
|
||||
}
|
||||
|
||||
void CInGameConsole::show(SDL_Surface * to)
|
||||
{
|
||||
int number = 0;
|
||||
|
||||
std::vector<std::list< std::pair< std::string, int > >::iterator> toDel;
|
||||
|
||||
for(std::list< std::pair< std::string, int > >::iterator it = texts.begin(); it != texts.end(); ++it, ++number)
|
||||
{
|
||||
SDL_Color green = {0,0xff,0,0};
|
||||
CSDL_Ext::printAtWR(it->first, 50, conf.cc.resy - texts.size() * 30 - 80 + number*30, GEOR16, green);
|
||||
if(SDL_GetTicks() - it->second > defaultTimeout)
|
||||
{
|
||||
toDel.push_back(it);
|
||||
}
|
||||
}
|
||||
|
||||
for(int it=0; it<toDel.size(); ++it)
|
||||
{
|
||||
texts.erase(toDel[it]);
|
||||
}
|
||||
}
|
||||
|
||||
void CInGameConsole::keyPressed (const SDL_KeyboardEvent & key)
|
||||
{
|
||||
if(key.type == SDL_KEYDOWN)
|
||||
{
|
||||
switch(key.keysym.sym)
|
||||
{
|
||||
case SDLK_TAB:
|
||||
{
|
||||
if(captureAllKeys)
|
||||
{
|
||||
captureAllKeys = false;
|
||||
endEnteringText(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
captureAllKeys = true;
|
||||
startEnteringText();
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SDLK_RETURN: //enter key
|
||||
{
|
||||
if(enteredText.size() > 0)
|
||||
{
|
||||
if(captureAllKeys)
|
||||
{
|
||||
captureAllKeys = false;
|
||||
endEnteringText(true);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
if(enteredText.size() > 0)
|
||||
{
|
||||
if( key.keysym.unicode < 0x80 && key.keysym.unicode > 0 )
|
||||
{
|
||||
enteredText[enteredText.size()-1] = (char)key.keysym.unicode;
|
||||
enteredText += "_";
|
||||
if(LOCPLINT->curint == LOCPLINT->adventureInt)
|
||||
{
|
||||
LOCPLINT->statusbar->print(enteredText);
|
||||
}
|
||||
else if(LOCPLINT->curint == LOCPLINT->battleInt)
|
||||
{
|
||||
LOCPLINT->battleInt->console->ingcAlter = enteredText;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CInGameConsole::startEnteringText()
|
||||
{
|
||||
enteredText = "_";
|
||||
if(LOCPLINT->curint == LOCPLINT->adventureInt)
|
||||
{
|
||||
LOCPLINT->statusbar->print(enteredText);
|
||||
}
|
||||
else if(LOCPLINT->curint == LOCPLINT->battleInt)
|
||||
{
|
||||
LOCPLINT->battleInt->console->ingcAlter = enteredText;
|
||||
}
|
||||
}
|
||||
|
||||
void CInGameConsole::endEnteringText(bool printEnteredText)
|
||||
{
|
||||
if(printEnteredText)
|
||||
{
|
||||
texts.push_back(std::make_pair(enteredText.substr(0, enteredText.size()-1), SDL_GetTicks()));
|
||||
if(texts.size() > maxDisplayedTexts)
|
||||
{
|
||||
texts.pop_front();
|
||||
}
|
||||
}
|
||||
enteredText = "";
|
||||
if(LOCPLINT->curint == LOCPLINT->adventureInt)
|
||||
{
|
||||
LOCPLINT->statusbar->clear();
|
||||
}
|
||||
else if(LOCPLINT->curint == LOCPLINT->battleInt)
|
||||
{
|
||||
LOCPLINT->battleInt->console->ingcAlter = "";
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
CInGameConsole::CInGameConsole() : defaultTimeout(10000), maxDisplayedTexts(10)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -40,6 +40,7 @@ class CGObjectInstance;
|
||||
class CSlider;
|
||||
struct UpgradeInfo;
|
||||
template <typename T> struct CondSh;
|
||||
class CInGameConsole;
|
||||
|
||||
namespace boost
|
||||
{
|
||||
@ -290,7 +291,7 @@ public:
|
||||
class Hoverable : public virtual CIntObject
|
||||
{
|
||||
public:
|
||||
Hoverable(){hovered=false;} //c-tor
|
||||
Hoverable() : hovered(false){} //c-tor
|
||||
virtual ~Hoverable();//{}; //d-tor
|
||||
bool hovered; //for determining if object is hovered
|
||||
virtual void hover (bool on)=0;
|
||||
@ -298,8 +299,10 @@ public:
|
||||
virtual void deactivate()=0;
|
||||
};
|
||||
class KeyInterested : public virtual CIntObject
|
||||
{
|
||||
{
|
||||
public:
|
||||
bool captureAllKeys; //if true, only this object should get info about pressed keys
|
||||
KeyInterested(): captureAllKeys(false){}
|
||||
virtual ~KeyInterested();//{};
|
||||
virtual void keyPressed(const SDL_KeyboardEvent & key)=0;
|
||||
virtual void activate()=0;
|
||||
@ -335,6 +338,7 @@ public:
|
||||
virtual void activate();
|
||||
virtual void deactivate();
|
||||
};
|
||||
|
||||
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
|
||||
{ //window able to delete its components when closed
|
||||
public:
|
||||
@ -506,6 +510,7 @@ public:
|
||||
CAdvMapInt * adventureInt;
|
||||
CCastleInterface * castleInt;
|
||||
CBattleInterface * battleInt;
|
||||
CInGameConsole * cingconsole;
|
||||
FPSmanager * mainFPSmng;
|
||||
IStatusBar *statusbar; //advmap statusbar; should it be used by other windows with statusbar?
|
||||
//to commucate with engine
|
||||
@ -546,7 +551,7 @@ public:
|
||||
void yourTurn();
|
||||
void availableCreaturesChanged(const CGTownInstance *town);
|
||||
void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it
|
||||
void serialize(COSer<CSaveFile> &h, const int version); //saving
|
||||
void serialize(COSer<CSaveFile> &h, const int version); //saving
|
||||
void serialize(CISer<CLoadFile> &h, const int version); //loading
|
||||
|
||||
//for battles
|
||||
@ -897,6 +902,25 @@ public:
|
||||
void show(SDL_Surface * to = NULL);
|
||||
};
|
||||
|
||||
class CInGameConsole : public IShowActivable, public KeyInterested
|
||||
{
|
||||
private:
|
||||
std::list< std::pair< std::string, int > > texts; //<text to show, time of add>
|
||||
int defaultTimeout; //timeout for new texts (in ms)
|
||||
int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
|
||||
public:
|
||||
std::string enteredText;
|
||||
void activate();
|
||||
void deactivate();
|
||||
void show(SDL_Surface * to = NULL);
|
||||
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
||||
|
||||
void startEnteringText();
|
||||
void endEnteringText(bool printEnteredText);
|
||||
|
||||
CInGameConsole(); //c-tor
|
||||
};
|
||||
|
||||
extern CPlayerInterface * LOCPLINT;
|
||||
|
||||
|
||||
|
@ -139,6 +139,34 @@ void CSDL_Ext::printAtMiddle(const std::string & text, int x, int y, TTF_Font *
|
||||
SDL_UpdateRect(dst,x-(temp->w/2),y-(temp->h/2),temp->w,temp->h);
|
||||
SDL_FreeSurface(temp);
|
||||
}
|
||||
void CSDL_Ext::printAtWR(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
|
||||
{
|
||||
if (text.length()==0)
|
||||
return;
|
||||
SDL_Surface * temp;
|
||||
switch (quality)
|
||||
{
|
||||
case 0:
|
||||
temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
|
||||
break;
|
||||
case 1:
|
||||
SDL_Color tem;
|
||||
tem.b = 0xff-kolor.b;
|
||||
tem.g = 0xff-kolor.g;
|
||||
tem.r = 0xff-kolor.r;
|
||||
tem.unused = 0xff-kolor.unused;
|
||||
temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
|
||||
break;
|
||||
case 2:
|
||||
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
|
||||
break;
|
||||
default:
|
||||
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
|
||||
break;
|
||||
}
|
||||
SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x,y));
|
||||
SDL_FreeSurface(temp);
|
||||
}
|
||||
void CSDL_Ext::printAt(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
|
||||
{
|
||||
if (text.length()==0)
|
||||
|
@ -67,6 +67,7 @@ namespace CSDL_Ext
|
||||
void printAtMiddleWB(const std::string & text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen);
|
||||
void printAtWB(const std::string & text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen);
|
||||
void printAt(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest
|
||||
void printAtWR(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest
|
||||
void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
|
||||
void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, int3 color);
|
||||
void setPlayerColor(SDL_Surface * sur, unsigned char player); //sets correct color of flags; -1 for neutral
|
||||
|
Loading…
x
Reference in New Issue
Block a user