- 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
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@@ -1,6 +1,7 @@
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#define LINES_IN_TEXT_WIN 11
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#define TEXT_BUF_LEN 70
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#include <Carbon/Carbon.h>
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#include <cstdio>
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#include <cstring>
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@@ -63,7 +64,7 @@ extern short which_item_page[6];
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//extern CursHandle sword_curs;
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extern ControlHandle text_sbar,item_sbar;
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extern Point store_anim_ul;
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extern PixPatHandle bg[];
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extern Rect bg[];
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extern short dest_personalities[40];
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extern location source_locs[6];
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extern location dest_locs[40] ;
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@@ -102,6 +103,7 @@ extern short store_selling_values[8];
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extern short combat_posing_monster, current_working_monster; // 0-5 PC 100 + x - monster x
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extern bool supressing_some_spaces;
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extern location ok_space[4];
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extern GWorldPtr bg_gworld;
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short text_pc_has_abil_equip(short pc_num,short abil)
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{
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@@ -134,9 +136,9 @@ void put_pc_screen()
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SetPort( pc_stats_gworld);
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// First clean up gworld with pretty patterns
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FillCRect(&erase_rect,bg[6]);
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tileImage(erase_rect,bg_gworld,bg[6]);
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for (i = 0; i < 3; i++)
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FillCRect(&small_erase_rects[i],bg[7]);
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tileImage(small_erase_rects[i],bg_gworld,bg[7]);
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ForeColor(whiteColor);
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// Put food, gold, day
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@@ -277,16 +279,16 @@ void put_item_screen(short screen_num,short suppress_buttons)
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SetPort( item_stats_gworld);
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// First clean up gworld with pretty patterns
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FillCRect(&erase_rect,bg[6]);
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tileImage(erase_rect,bg_gworld,bg[6]);
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if (suppress_buttons == 0)
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for (i = 0; i < 6; i++)
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FillCRect(&item_screen_button_rects[i],bg[7]);
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FillCRect(&upper_frame_rect,bg[7]);
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tileImage(item_screen_button_rects[i],bg_gworld,bg[7]);
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tileImage(upper_frame_rect,bg_gworld,bg[7]);
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// Draw buttons at bottom
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if (suppress_buttons == 0) {
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for (i = 0; i < 6; i++)
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FillCRect(&item_screen_button_rects[i],bg[7]);
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tileImage(item_screen_button_rects[i],bg_gworld,bg[7]);
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}
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item_offset = GetControlValue(item_sbar);
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@@ -1340,7 +1342,7 @@ void print_buf ()
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// First clean up gworld with pretty patterns
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InsetRect(&erase_rect,1,1); ////
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erase_rect.right++;
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FillCRect(&erase_rect,bg[6]);
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tileImage(erase_rect,bg_gworld,bg[6]);
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ctrl_val = 58 - GetControlValue(text_sbar);
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start_print_point = buf_pointer - LINES_IN_TEXT_WIN - ctrl_val;
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