Fix spellcasting and dynamic menus
- Spell targeting line and array draws nicely, though not the same as the original - Fix targeting falsely complaining about being off the edge of town - Monster info dialog works properly; attacks now display correctly - Fix dialogs always showing the wrong terrain or monster graphic - Spell menus, monster menus, and PC editor item menus all work - Spellcasting dialog now chooses the correct spell - Fix out-of-place LED in spellcasting dialog
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@@ -882,9 +882,24 @@ public:
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// TODO: Additional functions?
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};
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void draw_line(sf::RenderTarget& target, location from, location to, int thickness, sf::Color colour, sf::BlendMode mode) {
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sf::VertexArray line(sf::LinesStrip, 2);
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line[0].position = from;
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line[0].color = colour;
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line[1].position = to;
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line[1].color = colour;
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setActiveRenderTarget(target);
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float saveThickness;
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glGetFloatv(GL_LINE_WIDTH, &saveThickness);
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glLineWidth(thickness);
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target.draw(line, mode);
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glLineWidth(saveThickness);
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}
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static void fill_shape(sf::RenderTarget& target, sf::Shape& shape, int x, int y, sf::Color colour) {
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shape.setPosition(x, y);
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shape.setFillColor(colour);
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setActiveRenderTarget(target);
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target.draw(shape);
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}
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