Beispiel #1
0
/**
 * Adds a new child surface for the state to take care of,
 * giving it the game's display palette. Once associated,
 * the state handles all of the surface's behaviour
 * and management automatically.
 * @param surface Child surface.
 * @note Since visible elements can overlap one another,
 * they have to be added in ascending Z-Order to be blitted
 * correctly onto the screen.
 */
void State::add(Surface *surface)
{
	// Set palette
	surface->setPalette(_game->getScreen()->getPalette());

	// Set default fonts
	Text *t = dynamic_cast<Text*>(surface);
	TextButton *tb = dynamic_cast<TextButton*>(surface);
	TextEdit *te = dynamic_cast<TextEdit*>(surface);
	TextList *tl = dynamic_cast<TextList*>(surface);
	if (t)
	{
		t->setFonts(_game->getResourcePack()->getFont("BIGLETS.DAT"), _game->getResourcePack()->getFont("SMALLSET.DAT"));
	}
	else if (tb)
	{
		tb->setFonts(_game->getResourcePack()->getFont("BIGLETS.DAT"), _game->getResourcePack()->getFont("SMALLSET.DAT"));
	}
	else if (te)
	{
		te->setFonts(_game->getResourcePack()->getFont("BIGLETS.DAT"), _game->getResourcePack()->getFont("SMALLSET.DAT"));
	}
	else if (tl)
	{
		tl->setFonts(_game->getResourcePack()->getFont("BIGLETS.DAT"), _game->getResourcePack()->getFont("SMALLSET.DAT"));
	}

	_surfaces.push_back(surface);
}
Beispiel #2
0
/**
 * Adds a new child surface for the state to take care of,
 * giving it the game's display palette. Once associated,
 * the state handles all of the surface's behaviour
 * and management automatically.
 * @param surface Child surface.
 * @note Since visible elements can overlap one another,
 * they have to be added in ascending Z-Order to be blitted
 * correctly onto the screen.
 */
void State::add(Surface *surface)
{
	// Set palette
	surface->setPalette(_game->getScreen()->getPalette());

	// Set default fonts
	Text *t = dynamic_cast<Text*>(surface);
	TextButton *tb = dynamic_cast<TextButton*>(surface);
	TextEdit *te = dynamic_cast<TextEdit*>(surface);
	TextList *tl = dynamic_cast<TextList*>(surface);
	WarningMessage *wm = dynamic_cast<WarningMessage*>(surface);
	BaseView *bv = dynamic_cast<BaseView*>(surface);
	if (t)
	{
		t->setFonts(_game->getResourcePack()->getFont("Big.fnt"), _game->getResourcePack()->getFont("Small.fnt"));
	}
	else if (tb)
	{
		tb->setFonts(_game->getResourcePack()->getFont("Big.fnt"), _game->getResourcePack()->getFont("Small.fnt"));
	}
	else if (te)
	{
		te->setFonts(_game->getResourcePack()->getFont("Big.fnt"), _game->getResourcePack()->getFont("Small.fnt"));
	}
	else if (tl)
	{
		tl->setFonts(_game->getResourcePack()->getFont("Big.fnt"), _game->getResourcePack()->getFont("Small.fnt"));
	}
	else if (bv)
	{
		bv->setFonts(_game->getResourcePack()->getFont("Big.fnt"), _game->getResourcePack()->getFont("Small.fnt"));
	}
	else if (wm)
	{
		wm->setFonts(_game->getResourcePack()->getFont("Big.fnt"), _game->getResourcePack()->getFont("Small.fnt"));
	}

	_surfaces.push_back(surface);
}