Substitute some cases of SFML B&W with BoE B&W
Requested by @clort81 to ease making a build with a custom colour scheme
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@@ -112,13 +112,13 @@ void put_pc_screen() {
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win_draw_string(pc_stats_gworld,title_rects[1],"HP:",eTextMode::WRAP,style);
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win_draw_string(pc_stats_gworld,title_rects[2],"SP:",eTextMode::WRAP,style);
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style.colour = sf::Color::White;
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style.colour = Colours::WHITE;
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style.pointSize = 12;
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// Put food, gold, day
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win_draw_string(pc_stats_gworld,food_rect[0],std::to_string(univ.party.food),eTextMode::WRAP,style);
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win_draw_string(pc_stats_gworld,gold_rect[0],std::to_string(univ.party.gold),eTextMode::WRAP,style);
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win_draw_string(pc_stats_gworld,day_rect[0],std::to_string(univ.party.calc_day()),eTextMode::WRAP,style);
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style.colour = sf::Color::Black;
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style.colour = Colours::BLACK;
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sf::Texture& invenbtn_gworld = *ResMgr::graphics.get("invenbtns");
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for(short i = 0; i < 6; i++) {
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@@ -134,7 +134,7 @@ void put_pc_screen() {
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sout << i + 1 << ". " << univ.party[i].name;
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win_draw_string(pc_stats_gworld,pc_buttons[i][PCBTN_NAME],sout.str(),eTextMode::WRAP,style);
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style.italic = false;
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style.colour = sf::Color::Black;
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style.colour = Colours::BLACK;
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to_draw_rect = pc_buttons[i][PCBTN_HP];
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to_draw_rect.right += 20;
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@@ -179,7 +179,7 @@ void put_pc_screen() {
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}
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if(univ.party[i].main_status != eMainStatus::ALIVE)
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win_draw_string( pc_stats_gworld,to_draw_rect,sout.str(),eTextMode::WRAP,style);
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style.colour = sf::Color::Black;
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style.colour = Colours::BLACK;
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// Now put trade and info buttons
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rect_draw_some_item(invenbtn_gworld,info_from,pc_stats_gworld,pc_buttons[i][PCBTN_INFO],sf::BlendAlpha);
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@@ -248,11 +248,10 @@ void put_item_screen(eItemWinMode screen_num) {
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break;
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}
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// TODO: The item graphics are 18x18 but the height of each line is 13px, so set a clip rect to ensure it doesn't overflow onto the border
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clip_rect(item_stats_gworld, erase_rect);
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switch(screen_num) {
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case ITEM_WIN_SPECIAL:
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style.colour = sf::Color::Black;
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style.colour = Colours::BLACK;
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for(short i = 0; i < 8; i++) {
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i_num = i + item_offset;
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if(i_num < spec_item_array.size()) {
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@@ -266,7 +265,7 @@ void put_item_screen(eItemWinMode screen_num) {
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}
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break;
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case ITEM_WIN_QUESTS:
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style.colour = sf::Color::Black;
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style.colour = Colours::BLACK;
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for(short i = 0; i < 8; i++) {
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i_num = i + item_offset;
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if(i_num < spec_item_array.size()) {
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@@ -290,7 +289,7 @@ void put_item_screen(eItemWinMode screen_num) {
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break;
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default: // on an items page
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style.colour = sf::Color::Black;
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style.colour = Colours::BLACK;
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for(short i = 0; i < 8; i++) {
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i_num = i + item_offset;
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@@ -327,7 +326,7 @@ void put_item_screen(eItemWinMode screen_num) {
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dest_rect.left -= 2;
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win_draw_string(item_stats_gworld,dest_rect,sout.str(),eTextMode::WRAP,style);
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style.italic = false;
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style.colour = sf::Color::Black;
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style.colour = Colours::BLACK;
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// this is kludgy, awkwark, and has redundant code. Done this way to
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// make go faster, and I got lazy.
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@@ -1068,7 +1067,7 @@ void print_buf () {
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while((line_to_print!= buf_pointer) && (num_lines_printed < LINES_IN_TEXT_WIN)) {
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moveTo = location(4, 1 + 12 * num_lines_printed);
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sf::Text text(text_buffer[line_to_print].line, *ResMgr::fonts.get("plain"), 12);
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text.setColor(sf::Color::Black);
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text.setColor(Colours::BLACK);
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text.setPosition(moveTo);
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text_area_gworld.draw(text);
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num_lines_printed++;
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@@ -1157,7 +1156,7 @@ void draw_text_label(const text_label_t& label) {
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sf::Color back_clr = {64, 64, 64, 42};
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TextStyle style;
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style.font = FONT_PLAIN;
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style.colour = sf::Color::White;
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style.colour = Colours::WHITE;
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rectangle back_rect = label.text_rect, text_rect = label.text_rect;
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back_rect.inset(-7,-7);
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back_rect.offset(0,-2);
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