/************************************************************************** Returns data from item **************************************************************************/ QVariant plr_item::data(int column, int role) const { QPixmap *pix; struct player_dlg_column *pdc; if (role == Qt::UserRole) { return QVariant::fromValue((void *)ipplayer); } if (role != Qt::DisplayRole) { return QVariant(); } pdc = &player_dlg_columns[column]; switch (player_dlg_columns[column].type) { case COL_FLAG: pix = get_nation_flag_sprite(tileset, nation_of_player(ipplayer))->pm; return *pix; break; case COL_COLOR: return get_player_color(tileset, ipplayer)->qcolor; break; case COL_BOOLEAN: return pdc->bool_func(ipplayer); break; case COL_TEXT: case COL_RIGHT_TEXT: return pdc->func(ipplayer); default: return QVariant(); } return QVariant(); }
/*************************************************************************** ... ***************************************************************************/ Pixmap create_overlay_unit(const struct unit_type *punittype) { Pixmap pm; enum color_std bg_color; pm=XCreatePixmap(display, root_window, tileset_full_tile_width(tileset), tileset_full_tile_height(tileset), display_depth); /* Give tile a background color, based on the type of unit */ /* Should there be colors like COLOR_MAPVIEW_LAND etc? -ev */ switch (unit_color_type(punittype)) { case UNIT_BG_LAND: bg_color = COLOR_OVERVIEW_LAND; break; case UNIT_BG_SEA: bg_color = COLOR_OVERVIEW_OCEAN; break; case UNIT_BG_HP_LOSS: case UNIT_BG_AMPHIBIOUS: bg_color = COLOR_OVERVIEW_MY_UNIT; break; case UNIT_BG_FLYING: bg_color = COLOR_OVERVIEW_ENEMY_CITY; break; default: bg_color = COLOR_OVERVIEW_UNKNOWN; break; } XSetForeground(display, fill_bg_gc, get_color(tileset, bg_color)->color.pixel); XFillRectangle(display, pm, fill_bg_gc, 0,0, tileset_full_tile_width(tileset), tileset_full_tile_height(tileset)); /* If we're using flags, put one on the tile */ if(!solid_color_behind_units) { struct sprite *flag = get_nation_flag_sprite(tileset, nation_of_player(client.conn.playing)); XSetClipOrigin(display, civ_gc, 0,0); XSetClipMask(display, civ_gc, flag->mask); XCopyArea(display, flag->pixmap, pm, civ_gc, 0,0, flag->width,flag->height, 0,0); XSetClipMask(display, civ_gc, None); } /* Finally, put a picture of the unit in the tile */ /* if(i<utype_count()) */ { struct sprite *s = get_unittype_sprite(tileset, punittype, direction8_invalid()); XSetClipOrigin(display,civ_gc,0,0); XSetClipMask(display,civ_gc,s->mask); XCopyArea(display, s->pixmap, pm, civ_gc, 0,0, s->width,s->height, 0,0 ); XSetClipMask(display,civ_gc,None); } return(pm); }