- Got rid of the prefix header in favour of directly including it in every file that needs it (though some files still need the include yet apparently work fine; perhaps a clean build would catch that)
- Replaced all occurrences of FillCRect with the new tileImage, to get away from 'ppat' resources. - Fixed a minor error in the character editor where part of a text string was off the window. - With the prefix header gone, libticpp.dylib has been removed; TinyXML++ is now compiled right into the program. - The scenario editor splash screen is now loaded from a file. - The pc editor title has its transparency problem fixed. - Added an overload of tileImage that takes a RgnHandle instead of a Rect in order to replace the single occurrence of FillCRgn. - Removed an unused function in boe.graphics.cpp - Changed loading of patterns. Instead of loading each pattern individually from a resource, a single file containing all of them is loading. The arrays that formerly contained the actual patterns now contain the source rects of the patterns. - Fixed the cursor hotspots (the coordinates were reversed) - Removed the useless flip_pict that was written when I didn't know what I was doing. - Fixed error in tileImage in which vrep and hrep were switched. - Added code to tileImage to ensure that the pattern will line up with anything already onscreen, regardless of the rect to fill. - Two images were altered: pcedtitle.png to fix the transparenct problem, and pixpats.png to add one pattern that had been missed (and also rearrange the smaller patterns a little) git-svn-id: http://openexile.googlecode.com/svn/trunk@91 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
@@ -116,6 +116,10 @@ void init_directories() {
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//progDir = cPath;
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size_t last_slash = progDir.find_last_of('/');
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progDir.erase(last_slash);
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// Since the scenario editor is in a subdirectory, and progDir
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// must hold the path to the game directory, we do this twice.
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last_slash = progDir.find_last_of('/');
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progDir.erase(last_slash);
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std::cout<<progDir<<'\n';
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}
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@@ -48,7 +48,7 @@ extern Rect windRect;
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//extern piles_of_stuff_dumping_type *data_store;
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extern cScenario scenario;
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extern Rect world_screen;
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extern GWorldPtr bg_gworld;
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extern Rect left_button[NLS];
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extern Rect right_buttons[NRSONPAGE];
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extern Rect right_scrollbar_rect;
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@@ -86,7 +86,7 @@ GWorldPtr roads_gworld = NULL;
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GWorldPtr missiles_gworld = NULL;
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GWorldPtr status_gworld = NULL;
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GWorldPtr pc_gworld = NULL;
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PixPatHandle map_pat[25];
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extern Rect map_pat[];
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// begin new stuff
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Rect blue_button_from = {120,91,134,107};
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@@ -403,13 +403,14 @@ void Set_up_win () {
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}
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void run_startup_g() {
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Rect pict_rect = {0,0,480,640};
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PicHandle pict_to_draw;
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Rect pict_rect = {0,0,480,640}, dest_rect;
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GWorldPtr pict_to_draw;
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dest_rect = pict_rect;
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SetPortWindowPort(mainPtr);
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OffsetRect(&pict_rect,-25,-25);
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pict_to_draw = GetPicture(3002);
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DrawPicture(pict_to_draw, &pict_rect);
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OffsetRect(&dest_rect,-25,-25);
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pict_to_draw = load_pict("edsplash.png");
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rect_draw_some_item(pict_to_draw, pict_rect, pict_to_draw, dest_rect, 1, 1);
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ReleaseResource((Handle) pict_to_draw);
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play_sound(-95);
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EventRecord event;
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@@ -422,10 +423,10 @@ void load_graphics(){
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//for (i = 0; i < NUM_BUTTONS; i++)
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// for (j = 0; j < 2; j++)
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// dlg_buttons_gworld[i][j] = load_pict(2000 + (2 * i) + j); // move to dlogtool
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for (i = 0; i < 14; i++)
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bg[i] = GetPixPat (128 + i);
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for (i = 0; i < 25; i++)
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map_pat[i] = GetPixPat (200 + i);
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// for (i = 0; i < 14; i++)
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// bg[i] = GetPixPat (128 + i);
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// for (i = 0; i < 25; i++)
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// map_pat[i] = GetPixPat (200 + i);
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for (i = 0; i < 11; i++){
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std::ostringstream sout;
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@@ -485,7 +486,7 @@ void redraw_screen() {
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GetPort (&old_port);
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SetPortWindowPort (mainPtr);
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FillCRect(&windRect,bg[20]);
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tileImage(windRect,bg_gworld,bg[20]);
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draw_main_screen();
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if (overall_mode < MODE_MAIN_SCREEN);
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draw_terrain();
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@@ -511,7 +512,7 @@ void draw_main_screen() {
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FrameRect(&draw_rect);
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InsetRect(&draw_rect,1,1);
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FillCRect(&draw_rect,bg[17]);
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tileImage(draw_rect,bg_gworld,bg[17]);
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draw_rb();
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Draw1Control(right_sbar);
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@@ -535,7 +536,7 @@ void draw_lb() {
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temp_rect = windRect;
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temp_rect.right = RIGHT_AREA_UL_X - 2;
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FillCRect(&temp_rect,bg[20]);
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tileImage(temp_rect,bg_gworld,bg[20]);
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for (i = 0; i < NLS; i++)
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draw_lb_slot(i,0);
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}
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@@ -544,7 +545,7 @@ void draw_lb() {
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void draw_lb_slot (short which,short mode) {
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Rect text_rect,from_rect;
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FillCRect(&left_buttons[which][0],bg[20]);
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tileImage(left_buttons[which][0],bg_gworld,bg[20]);
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if (left_button_status[which] == 0)
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return;
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text_rect = left_buttons[which][0];
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@@ -589,7 +590,7 @@ void draw_rb_slot (short which,short mode) {
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if ((which < pos) || (which >= pos + NRSONPAGE))
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return;
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FillCRect(&right_buttons[which - pos],bg[17]);
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tileImage(right_buttons[which - pos],bg_gworld,bg[17]);
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if (right_button_status[which] == 0)
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return;
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text_rect = right_buttons[which - pos];
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@@ -610,7 +611,7 @@ void set_up_terrain_buttons() {
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Rect palette_from,palette_to = palette_button_base;
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SetPort( terrain_buttons_gworld);
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FillCRect(&terrain_buttons_rect,bg[17]);
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tileImage(terrain_buttons_rect,bg_gworld,bg[17]);
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FrameRect(&terrain_buttons_rect);
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// first make terrain buttons
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@@ -717,7 +718,7 @@ void draw_terrain(){
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if (cur_viewing_mode == 0) {
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SetPort( ter_draw_gworld);
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FillCRect(&terrain_rect,bg[17]);
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tileImage(terrain_rect,bg_gworld,bg[17]);
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FrameRect(&terrain_rect);
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SetPortWindowPort(mainPtr);
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for (q = 0; q < 9; q++)
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@@ -933,7 +934,7 @@ void draw_terrain(){
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if (cur_viewing_mode == 1) {
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SetPort( ter_draw_gworld);
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if (small_any_drawn == false) {
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FillCRect(&terrain_rect,bg[17]);
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tileImage(terrain_rect,bg_gworld,bg[17]);
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FrameRect(&terrain_rect);
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}
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for (q = 0; q < (editing_town ? town->max_dim() : 48); q++)
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@@ -1114,15 +1115,15 @@ void draw_one_tiny_terrain_spot (short i,short j,ter_num_t terrain_to_draw) {
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switch (picture_wanted) {
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case 0: case 1: case 73: case 72:
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FillCRect(&dest_rect,map_pat[0]);
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tileImage(dest_rect,bg_gworld,map_pat[0]);
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break;
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case 2: case 3: case 4:
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FillCRect(&dest_rect,map_pat[1]);
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tileImage(dest_rect,bg_gworld,map_pat[1]);
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break;
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default:
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if ((picture_wanted < 170) && (map_pats[picture_wanted] > 0)) {
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FillCRect(&dest_rect,map_pat[map_pats[picture_wanted]]);
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tileImage(dest_rect,bg_gworld,map_pat[map_pats[picture_wanted]]);
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}
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else if (picture_wanted >= 1000) {
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from_rect = get_custom_rect(picture_wanted % 1000);
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@@ -1131,12 +1132,12 @@ void draw_one_tiny_terrain_spot (short i,short j,ter_num_t terrain_to_draw) {
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else if (picture_wanted >= 400) {
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source_gworld = anim_gworld;
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picture_wanted -= 400;
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if (picture_wanted == 0) FillCRect(&dest_rect,map_pat[13]);
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else if (picture_wanted == 4) FillCRect(&dest_rect,map_pat[21]);
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else if (picture_wanted == 7) FillCRect(&dest_rect,map_pat[20]);
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else if (picture_wanted == 8) FillCRect(&dest_rect,map_pat[19]);
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else if (picture_wanted == 9) FillCRect(&dest_rect,map_pat[20]);
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else if (picture_wanted == 10) FillCRect(&dest_rect,map_pat[19]);
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if (picture_wanted == 0) tileImage(dest_rect,bg_gworld,map_pat[13]);
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else if (picture_wanted == 4) tileImage(dest_rect,bg_gworld,map_pat[21]);
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else if (picture_wanted == 7) tileImage(dest_rect,bg_gworld,map_pat[20]);
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else if (picture_wanted == 8) tileImage(dest_rect,bg_gworld,map_pat[19]);
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else if (picture_wanted == 9) tileImage(dest_rect,bg_gworld,map_pat[20]);
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else if (picture_wanted == 10) tileImage(dest_rect,bg_gworld,map_pat[19]);
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else {
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//source_rect.left = 112 * (picture_wanted / 5);
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//source_rect.right = source_rect.left + 28;
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@@ -1253,7 +1254,7 @@ void place_location() {
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erase_rect.right = RIGHT_AREA_WIDTH - 1;
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erase_rect.top = terrain_rects[255].top + 26 - 9;//12 - 9;
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erase_rect.bottom = erase_rect.top + 12;
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FillCRect(&erase_rect,bg[17]);
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tileImage(erase_rect,bg_gworld,bg[17]);
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//MoveTo(terrain_rects[255].left + 20 ,terrain_rects[255].top + 12);
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MoveTo(5 ,terrain_rects[255].top + 26);
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@@ -1276,7 +1277,7 @@ void place_location() {
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erase_rect.right = RIGHT_AREA_WIDTH - 1;
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erase_rect.top = terrain_rects[255].bottom + 117;
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erase_rect.bottom = RIGHT_AREA_HEIGHT + 6;
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FillCRect(&erase_rect,bg[17]);
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tileImage(erase_rect,bg_gworld,bg[17]);
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if (overall_mode < MODE_MAIN_SCREEN) {
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MoveTo(5,terrain_rects[255].bottom + 129);
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@@ -1339,7 +1340,7 @@ void place_just_location() {
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erase_rect.right = RIGHT_AREA_WIDTH - 1;
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erase_rect.top = terrain_rects[255].top + 12 - 9;
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erase_rect.bottom = erase_rect.top + 12;
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FillCRect(&erase_rect,bg[17]);
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tileImage(erase_rect,bg_gworld,bg[17]);
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//MoveTo(terrain_rects[255].left + 20 ,terrain_rects[255].top + 12);
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MoveTo(5 ,terrain_rects[255].top + 26);
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@@ -85,7 +85,7 @@ bool mac_is_intel;
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//
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//Changed to ISO C specified argument and return type.
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int main(void) {
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int main() {
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//outdoor_record_type dummy_outdoor, *store2;
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