Scenario Editor: try to correct a problem when displaying terrain in zoom out mode,
Mac: add hack to avoid crashing when receiving an apple event, + various minor modifications
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@@ -59,7 +59,6 @@ extern std::shared_ptr<cScrollbar> right_sbar, pal_sbar;
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extern cOutdoors* current_terrain;
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extern location cur_out;
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extern sf::RenderWindow mainPtr;
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bool small_any_drawn = false;
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extern bool change_made;
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rectangle left_buttons[NLS][2]; // 0 - whole, 1 - blue button
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@@ -2321,7 +2320,6 @@ void set_up_main_screen() {
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void start_town_edit() {
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std::ostringstream strb;
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small_any_drawn = false;
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cen_x = town->max_dim / 2;
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cen_y = town->max_dim / 2;
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reset_lb();
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@@ -2351,7 +2349,6 @@ void start_town_edit() {
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void start_out_edit() {
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std::ostringstream strb;
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small_any_drawn = false;
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cen_x = 24;
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cen_y = 24;
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reset_lb();
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@@ -15,16 +15,12 @@
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#include "scen.actions.hpp"
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#include "scen.townout.hpp"
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//extern bool ae_loading, startup_loaded, All_Done, party_in_memory, finished_init;
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extern cScenario scenario;
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extern cOutdoors* current_terrain;
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extern location cur_out;
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extern bool change_made, ae_loading;
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extern bool pending_quit, change_made, All_Done;
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extern fs::path pending_file_to_load;
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@interface AppleEventHandler : NSObject<NSApplicationDelegate>
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-(BOOL)application:(NSApplication*) app openFile:(NSString*) file;
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// TODO: Handle quit event by putting up quit dialog
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//-(NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication*) sender;
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-(NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication*) sender;
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@end
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void set_up_apple_events(int argc, char* argv[]); // Suppress "no prototype" warning
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@@ -35,25 +31,27 @@ void set_up_apple_events(int, char*[]) {
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}
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// TODO: What if they're already in a scenario? It should ask for confirmation, right?
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// (Need to figure out cChoiceDlog bug first, though, as it would crash here just like it does on the quit event.)
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@implementation AppleEventHandler
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-(BOOL)application:(NSApplication*) app openFile:(NSString*) file {
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(void) app; // Suppress "unused parameter" warning
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if(file == nil) {
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std::cerr << "Error: filename was nil" << std::endl;
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return FALSE;
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return NO;
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}
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std::string fileName=file.fileSystemRepresentation;
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pending_file_to_load=file.fileSystemRepresentation;
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return YES;
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}
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if(load_scenario(fileName, scenario)) {
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set_current_town(scenario.last_town_edited);
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cur_out = scenario.last_out_edited;
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current_terrain = scenario.outdoors[cur_out.x][cur_out.y];
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change_made = false;
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ae_loading = true;
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set_up_main_screen();
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-(NSApplicationTerminateReply)applicationShouldTerminate: (NSApplication*)sender {
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// REMOVEME when we solve the causes of the crash
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// note: this is actually very bad because we will cancel a shutdown,
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// and this does not work if a dialog is opened, ...
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// but at least this does not lead to a crash
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if (!change_made) {
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All_Done = true;
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return NSTerminateNow;
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}
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return TRUE;
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pending_quit=true;
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return NSTerminateCancel;
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}
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@end
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@@ -82,9 +82,6 @@ rectangle terrain_rect = {0,0,340,272};
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std::string current_string[2];
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extern rectangle terrain_rects[256];
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unsigned char small_what_drawn[64][64];
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extern bool small_any_drawn;
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static short get_small_icon(ter_num_t ter){
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short icon = -1;
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auto const &ter_type=scenario.get_terrain(ter);
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@@ -930,37 +927,50 @@ void draw_terrain(){
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}
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clip_rect(mainPtr, terrain_rect);
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small_any_drawn = false;
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//if(cur_viewing_mode == 0)
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// draw_frames();
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}
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else {
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// fixme: the bounds are now correct and the scrolling must be fluid,
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// however, the procedure which displays is still bad
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tileImage(mainPtr, terrain_rect,bg[17]);
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frame_rect(mainPtr, terrain_rect, sf::Color::Black);
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// Width available: 64 4x4 tiles, 42 6x6 tiles, or 21 12x12 tiles -- 256 pixels
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// Height available: 81 4x4 tiles, 54 6x6 tiles, or 27 12x12 tiles -- 324 pixels
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short size = mini_map_scales[cur_viewing_mode - 1];
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int max_dim = (editing_town ? town->max_dim : 48);
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int xMin = 0, yMin = 0, xMax = max_dim, yMax = max_dim;
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if(cen_x + 5 > 256 / size) {
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xMin = cen_x + 5 - (256 / size);
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xMax = cen_x + 5;
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} else xMax = std::min(xMax, 256 / size);
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if(cen_y + 5 > 324 / size) {
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yMin = cen_y + 5 - (324 / size);
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yMax = cen_y + 5;
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} else yMax = std::min(yMax, 324 / size);
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// std::cout << "Drawing map for x = " << xMin << "..." << xMax << " and y = " << yMin << "..." << yMax << std::endl;
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short const size = cur_viewing_mode<3 ? mini_map_scales[cur_viewing_mode - 1] : 12;
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int const max_dim = (editing_town ? town->max_dim : 48);
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int const xNumTiles=(256 / size);
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int xMin = cen_x-(xNumTiles/2), xMax = xMin+xNumTiles;
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if (xMin<0) {
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xMin=0;
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xMax=std::min(xNumTiles, max_dim);
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cen_x=(xNumTiles/2);
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}
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else if (xMax>max_dim) {
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xMax=max_dim;
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xMin=std::max(0, xMax-xNumTiles);
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cen_x=xMin+(xNumTiles/2);
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}
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int const yNumTiles=(324 / size);
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int yMin = cen_y-(yNumTiles/2), yMax = yMin+yNumTiles;
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if (yMin<0) {
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yMin=0;
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yMax=std::min(yNumTiles, max_dim);
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cen_y=(yNumTiles/2);
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}
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else if (yMax>max_dim) {
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yMax=max_dim;
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yMin=std::max(0, yMax-yNumTiles);
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cen_y=yMin+(yNumTiles/2);
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}
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for(short q = xMin; q < xMax; q++)
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for(short r = yMin; r < yMax; r++) {
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if(q - xMin < 0 || q - xMin >= max_dim || r - yMin < 0 || r - yMin >= max_dim)
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if(q < 0 || q >= max_dim || r < 0 || r >= max_dim)
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t_to_draw = 90;
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else t_to_draw = editing_town ? town->terrain(q,r) : current_terrain->terrain[q][r];
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else t_to_draw = editing_town ? town->terrain(q,r) : current_terrain->terrain(q,r);
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draw_one_tiny_terrain_spot(q-xMin,r-yMin,t_to_draw,size,is_road(q,r));
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small_what_drawn[q][r] = t_to_draw;
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}
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small_any_drawn = true;
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}
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}
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@@ -36,8 +36,11 @@
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#ifdef __APPLE__
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short menuChoiceId=-1;
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bool pending_quit=false;
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#endif
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fs::path pending_file_to_load=fs::path();
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/* Globals */
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bool All_Done = false;
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bool changed_display_mode = false;
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@@ -249,6 +252,29 @@ void handle_events() {
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}
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#ifdef __APPLE__
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if (pending_quit) {
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pending_quit=false;
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handle_menu_choice(eMenu::QUIT);
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if (All_Done)
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break;
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}
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if (!pending_file_to_load.empty() && save_check("save-before-load")) {
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// FIXME: do not dupplicate this code another time
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if(load_scenario(pending_file_to_load, scenario)) {
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cur_town = scenario.last_town_edited;
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town = scenario.towns[cur_town];
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cur_out = scenario.last_out_edited;
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current_terrain = scenario.outdoors[cur_out.x][cur_out.y];
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overall_mode = MODE_MAIN_SCREEN;
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change_made = false;
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set_up_main_screen();
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} else
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set_up_start_screen(); // Failed to load file, dump to start
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extern cUndoList undo_list;
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undo_list.clear();
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update_edit_menu();
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pending_file_to_load.clear();
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}
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if (menuChoiceId>=0) {
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need_redraw = true;
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handle_menu_choice(eMenu(menuChoiceId));
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