#include "stdafx.h" #include "CMessage.h" #include "SDL_TTF.h" #include "CSemiDefHandler.h" #include "CDefHandler.h" #include "CGameInfo.h" #include "SDL_Extensions.h" #define CGI (CGameInfo::mainObj) SDL_Color tytulowy, tlo, zwykly ; SDL_Rect genRect(int hh, int ww, int xx, int yy); extern SDL_Surface * ekran; extern TTF_Font * TNRB16, *TNR, *GEOR13; SDL_Color genRGB(int r, int g, int b, int a=0); void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran); //void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2); extern CPreGame * CPG; void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran); bool isItIn(const SDL_Rect * rect, int x, int y); CMessage::CMessage() { piecesOfBox = CGI->spriteh->giveDef("DIALGBOX.DEF"); background = CGI->bitmaph->loadBitmap("DIBOXBCK.BMP"); SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255)); } SDL_Surface * CMessage::drawBox1(int w, int h) { //prepare surface SDL_Surface * ret = SDL_CreateRGBSurface(ekran->flags, w, h, ekran->format->BitsPerPixel, ekran->format->Rmask, ekran->format->Gmask, ekran->format->Bmask, ekran->format->Amask); for (int i=0; ih)//background { for (int j=0; jw-1) SDL_BlitSurface(background,&genRect(background->h,background->w-1,1,0),ret,&genRect(h,w,j,i)); } //SDL_Flip(ekran); CSDL_Ext::update(ekran); //obwodka I-szego rzedu pozioma for (int i=0; iourImages[6].bitmap->w) { SDL_BlitSurface (piecesOfBox->ourImages[6].bitmap,NULL, ret,&genRect(piecesOfBox->ourImages[6].bitmap->h,piecesOfBox->ourImages[6].bitmap->w,i,0)); SDL_BlitSurface (piecesOfBox->ourImages[7].bitmap,NULL, ret,&genRect(piecesOfBox->ourImages[7].bitmap->h,piecesOfBox->ourImages[7].bitmap->w,i,h-piecesOfBox->ourImages[7].bitmap->h)); } //obwodka I-szego rzedu pionowa for (int i=0; iourImages[4].bitmap->h) { SDL_BlitSurface (piecesOfBox->ourImages[4].bitmap,NULL, ret,&genRect(piecesOfBox->ourImages[4].bitmap->h,piecesOfBox->ourImages[4].bitmap->w,0,i)); SDL_BlitSurface (piecesOfBox->ourImages[5].bitmap,NULL, ret,&genRect(piecesOfBox->ourImages[5].bitmap->h,piecesOfBox->ourImages[5].bitmap->w,w-piecesOfBox->ourImages[5].bitmap->w,i)); } //corners SDL_BlitSurface (piecesOfBox->ourImages[0].bitmap,NULL, ret,&genRect(piecesOfBox->ourImages[0].bitmap->h,piecesOfBox->ourImages[0].bitmap->w,0,0)); SDL_BlitSurface (piecesOfBox->ourImages[1].bitmap,NULL, ret,&genRect(piecesOfBox->ourImages[1].bitmap->h,piecesOfBox->ourImages[1].bitmap->w,w-piecesOfBox->ourImages[1].bitmap->w,0)); SDL_BlitSurface (piecesOfBox->ourImages[2].bitmap,NULL, ret,&genRect(piecesOfBox->ourImages[2].bitmap->h,piecesOfBox->ourImages[2].bitmap->w,0,h-piecesOfBox->ourImages[2].bitmap->h)); SDL_BlitSurface (piecesOfBox->ourImages[3].bitmap,NULL, ret,&genRect(piecesOfBox->ourImages[3].bitmap->h,piecesOfBox->ourImages[3].bitmap->w,w-piecesOfBox->ourImages[3].bitmap->w,h-piecesOfBox->ourImages[3].bitmap->h)); //box gotowy! return ret; } std::vector * CMessage::breakText(std::string text, int line) { std::vector * ret = new std::vector(); while (text.length()>line) { int whereCut = -1; for (int i=line; i>0; i--) { if (text[i]==' ') { whereCut = i; break; } } ret->push_back(text.substr(0,whereCut)); text.erase(0,whereCut); } if (text.length() > 0) ret->push_back(text); return ret; } SDL_Surface * CMessage::genMessage (std::string title, std::string text, EWindowType type, std::vector *addPics, void * cb) { //max x 320 okolo 30 znakow std::vector * tekst; if (text.length() < 30) //nie trzeba polamac { tekst = new std::vector(); tekst->push_back(text); } else tekst = breakText(text); int ww, hh; //wymiary boksa if (319>30+13*text.length()) ww = 30+13*text.length(); else ww = 319; if (title.length()) 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 if (title.length()) { //SDL_Surface * titleText = TTF_RenderText_Shaded(TNRB16,title.c_str(),tytulowy,tlo); SDL_Surface * titleText = TTF_RenderText_Blended(TNRB16,title.c_str(),tytulowy); //draw title SDL_Rect tytul = genRect(titleText->h,titleText->w,((ret->w/2)-(titleText->w/2)),37); SDL_BlitSurface(titleText,NULL,ret,&tytul); SDL_FreeSurface(titleText); } //draw text for (int i=0; isize(); i++) { int by = 37+i*21; if (title.length()) by+=40; //SDL_Surface * tresc = TTF_RenderText_Shaded(TNRB16,(*tekst)[i].c_str(),zwykly,tlo); SDL_Surface * tresc = TTF_RenderText_Blended(TNRB16,(*tekst)[i].c_str(),zwykly); SDL_Rect trescRect = genRect(tresc->h,tresc->w,((ret->w/2)-(tresc->w/2)),by); SDL_BlitSurface(tresc,NULL,ret,&trescRect); SDL_FreeSurface(tresc); } if (type==EWindowType::yesOrNO) // add buttons { int by = 77+tekst->size()*21; if (title.length()) by+=40; 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*)(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*)(cb))->push_back(trescRect); } delete tekst; return ret; }