graphics: continue to change code to store some images as Texture
+ replace graf_pos and graf_pos_ref by Texture_ref + correct cCustomGraphics::copy_graphic
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@@ -402,11 +402,11 @@ void display_party() {
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if(univ.party[i].main_status != eMainStatus::ABSENT) { // PC exists?
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// draw PC graphic
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pic_num_t pic = univ.party[i].which_graphic;
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std::shared_ptr<const sf::Texture> from_gw;
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Texture from_gw;
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if(pic >= 1000) {
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bool isParty = pic >= 10000;
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pic_num_t need_pic = pic % 1000;
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graf_pos_ref(from_gw, from_rect) = spec_scen_g.find_graphic(need_pic, isParty);
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std::tie(from_gw,from_rect) = spec_scen_g.find_graphic(need_pic, isParty);
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} else if(pic >= 100) {
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// Note that we assume it's a 1x1 graphic.
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// PCs can't be larger than that, but we leave it to the scenario designer to avoid assigning larger graphics.
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@@ -414,12 +414,12 @@ void display_party() {
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pic_num_t picture_wanted = m_pic_index[need_pic].i % 20;
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from_rect = calc_rect(2 * (picture_wanted / 10), picture_wanted % 10);
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int which_sheet = m_pic_index[need_pic].i / 20;
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from_gw = &ResMgr::graphics.get("monst" + std::to_string(1 + which_sheet));
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from_gw = *ResMgr::textures.get("monst" + std::to_string(1 + which_sheet));
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} else {
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from_rect = calc_rect(2 * (pic / 8), pic % 8);
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from_gw = &ResMgr::graphics.get("pcs");
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from_gw = *ResMgr::textures.get("pcs");
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}
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rect_draw_some_item(*from_gw,from_rect,mainPtr,pc_area_buttons[i][1],sf::BlendAlpha);
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rect_draw_some_item(from_gw,from_rect,mainPtr,pc_area_buttons[i][1],sf::BlendAlpha);
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// draw name
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style.pointSize = 9;
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