graphics: continue to rewrite code to be more simple ;
retrieve modifications to allow to load some graphics with different resolutions: actionhelp, bigscenpics, fighthelp, invenhelp, outhelp, scenpics, stathelp, townhelp, dlogpics, dlogscrollled, dlogscrollwh, edbuttons, edsplash, pcedtitle.
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@@ -188,13 +188,13 @@ void init_main_buttons() {
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void Set_up_win () {
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// Preload the main PC editor interface images
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ResMgr::graphics.get("pcedtitle");
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ResMgr::graphics.get("icon");
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ResMgr::graphics.get("invenbtns");
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ResMgr::graphics.get("staticons");
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ResMgr::graphics.get("dlogpics");
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ResMgr::textures.get("pcedtitle");
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ResMgr::textures.get("icon");
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ResMgr::textures.get("invenbtns");
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ResMgr::textures.get("staticons");
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ResMgr::textures.get("dlogpics");
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ResMgr::textures.get("pcedbuttons");
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ResMgr::graphics.get("pcs");
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ResMgr::textures.get("pcs");
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}
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static void draw_main_screen();
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@@ -239,12 +239,12 @@ void draw_main_screen() {
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tileImage(mainPtr,windRect,bg[12]);
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mainPtr.setView(mainView);
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sf::Texture& icon_gworld = *ResMgr::graphics.get("icon");
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auto const & icon_gworld = *ResMgr::textures.get("icon");
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dest_rec = source_rect = rectangle(icon_gworld);
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dest_rec.offset(23, 16);
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rect_draw_some_item(icon_gworld,source_rect,mainPtr,dest_rec);
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sf::Texture& title_gworld = *ResMgr::graphics.get("pcedtitle");
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auto const &title_gworld = *ResMgr::textures.get("pcedtitle");
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dest_rec = source_rect = rectangle(title_gworld);
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dest_rec.offset(66, 0);
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rect_draw_some_item(title_gworld,source_rect,mainPtr,dest_rec,sf::BlendAlpha);
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