In no particular order:
- Added some of the most basic dialogs - Changed C-style <xxx.h> headers to C++-style <cxxx> headers - Switched graphics to load from the PNG files in graphics.exd rather than from Blades of Exile Graphics (NOTE: Some graphics still don't work, probably because of incorrect source rects) - Switched cursors to load from GIF files in graphics.exd rather than from Blades of Exile Graphics - Moved Niemand's tileImage functions from boe.graphics.cpp to graphtool.cpp, so they can be used by all three programs. - Added some string lists in .txt files - Made cursors into an enum - Rewrote the code for displaying the Edit Terrain dialog to use the new engine (not tested yet) - Fixed some __attribute__((deprecated)) stuff - Most graphics are now loaded just after the custom graphics. This means they will be overridden by a file of the same name in the scenario's .exr folder. - Altered modes a little so that when at the startup screen you are in MODE_STARTUP rather than MODE_OUTDOORS. - Switched from function pointers to boost::function – the Boost libraries are now required. - Finished off the new dialog engine and made gess necessary - Added status icons as another type that can be drawn in dialogs - C Wrappers for Cocoa cursors based on an Apple example. This is tested, and works perfectly. - Added a switch in the program for using Windows graphics; however, there is no way as yet to set this flag, and in fact there aren't even any Windows graphics to use. - Added include guards to graphtool.h - Made separate mac and win directories within sounds.exa, since the Mac and Windows sounds are mostly subtly different (with two completely different!) git-svn-id: http://openexile.googlecode.com/svn/trunk@90 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -1,6 +1,6 @@
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#include <stdio.h>
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#include <string.h>
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#include <cstdio>
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#include <cstring>
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//#include "item.h"
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@@ -26,7 +26,7 @@
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#include "mathutil.h"
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#include "dlgutil.h"
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extern short stat_window,current_cursor,which_combat_type,current_pc;
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extern short stat_window,which_combat_type,current_pc;
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extern eGameMode overall_mode;
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//extern party_record_type party;
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//extern current_town_type univ.town;
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@@ -44,9 +44,8 @@ extern short modeless_key[18];
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extern DialogPtr modeless_dialogs[18];
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//extern short town_size[3];
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extern short town_type;
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extern GWorldPtr pc_gworld;
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extern short dialog_answer;
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extern GWorldPtr pcs_gworld;
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extern ModalFilterUPP main_dialog_UPP;
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extern cScenario scenario;
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extern cUniverse univ;
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@@ -1049,8 +1048,8 @@ short display_item(location from_loc,short pc_num,short mode, bool check_contain
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}
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}
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if (pcs_gworld == NULL)
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pcs_gworld = load_pict(902);
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if (pc_gworld == NULL)
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pc_gworld = load_pict(902);
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cd_create_dialog(987,mainPtr);
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if (check_container == true)
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@@ -1074,8 +1073,8 @@ short display_item(location from_loc,short pc_num,short mode, bool check_contain
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item_hit = cd_run_dialog();
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cd_kill_dialog(987);
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DisposeGWorld(pcs_gworld);
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pcs_gworld = NULL;
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DisposeGWorld(pc_gworld);
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pc_gworld = NULL;
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put_item_screen(stat_window,0);
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put_pc_screen();
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