Exemple #1
0
void mouse_action::set_terrain_mouse_overlay(editor_display& disp, const t_translation::t_terrain & fg,
		const t_translation::t_terrain & bg)
{
	surface image_fg(image::get_image(disp.get_map().get_terrain_info(fg).editor_image()));
	surface image_bg(image::get_image(disp.get_map().get_terrain_info(bg).editor_image()));

	if (image_fg == nullptr || image_bg == nullptr) {
		ERR_ED << "Missing terrain icon" << std::endl;
		disp.set_mouseover_hex_overlay(nullptr);
		return;
	}

	// Create a transparent surface of the right size.
	surface image = create_neutral_surface(image_fg->w, image_fg->h);

	// For efficiency the size of the tile is cached.
	// We assume all tiles are of the same size.
	// The zoom factor can change, so it's not cached.
	// NOTE: when zooming and not moving the mouse, there are glitches.
	// Since the optimal alpha factor is unknown, it has to be calculated
	// on the fly, and caching the surfaces makes no sense yet.
	static const fixed_t alpha = 196;
	static const int size = image_fg->w;
	static const int half_size = size / 2;
	static const int quarter_size = size / 4;
	static const int offset = 2;
	static const int new_size = half_size - 2;

	// Blit left side
	image_fg = scale_surface(image_fg, new_size, new_size);
	SDL_Rect rcDestLeft = sdl::create_rect(offset, quarter_size, 0, 0);
	blit_surface ( image_fg, nullptr, image, &rcDestLeft );

	// Blit right side
	image_bg = scale_surface(image_bg, new_size, new_size);
	SDL_Rect rcDestRight = sdl::create_rect(half_size, quarter_size, 0, 0);
	blit_surface ( image_bg, nullptr, image, &rcDestRight );

	//apply mask so the overlay is contained within the mouseover hex
	image = mask_surface(image, image::get_hexmask());

	// Add the alpha factor
	image = adjust_surface_alpha(image, alpha);

	// scale the image
	const int zoom = disp.hex_size();
	if (zoom != game_config::tile_size) {
		image = scale_surface(image, zoom, zoom);
	}

	// Set as mouseover
	disp.set_mouseover_hex_overlay(image);
}
void mouse_action::set_terrain_mouse_overlay(editor_display& disp, t_translation::t_terrain fg,
		t_translation::t_terrain bg)
{
	surface image_fg(image::get_image("terrain/"
		+ disp.get_map().get_terrain_info(fg).editor_image() + ".png"));
	surface image_bg(image::get_image("terrain/"
		+ disp.get_map().get_terrain_info(bg).editor_image() + ".png"));

	if (image_fg == NULL || image_bg == NULL) {
		ERR_ED << "Missing terrain icon\n";
		disp.set_mouseover_hex_overlay(NULL);
		return;
	}

	// Create a transparent surface of the right size.
	surface image = create_compatible_surface(image_fg, image_fg->w, image_fg->h);
	SDL_FillRect(image,NULL,SDL_MapRGBA(image->format,0,0,0, 0));

	// For efficiency the size of the tile is cached.
	// We assume all tiles are of the same size.
	// The zoom factor can change, so it's not cached.
	// NOTE: when zooming and not moving the mouse, there are glitches.
	// Since the optimal alpha factor is unknown, it has to be calculated
	// on the fly, and caching the surfaces makes no sense yet.
	static const Uint8 alpha = 196;
	static const int size = image_fg->w;
	static const int half_size = size / 2;
	static const int quarter_size = size / 4;
	static const int offset = 2;
	static const int new_size = half_size - 2;
	const int zoom = static_cast<int>(size * disp.get_zoom_factor());

	// Blit left side
	image_fg = scale_surface(image_fg, new_size, new_size);
	SDL_Rect rcDestLeft = { offset, quarter_size, 0, 0 };
	SDL_BlitSurface ( image_fg, NULL, image, &rcDestLeft );

	// Blit left side
	image_bg = scale_surface(image_bg, new_size, new_size);
	SDL_Rect rcDestRight = { half_size, quarter_size, 0, 0 };
	SDL_BlitSurface ( image_bg, NULL, image, &rcDestRight );

	//apply mask so the overlay is contained within the mouseover hex
	surface mask(image::get_image("terrain/alphamask.png"));
	image = mask_surface(image, mask);

	// Add the alpha factor and scale the image
	image = scale_surface(adjust_surface_alpha(image, alpha), zoom, zoom);

	// Set as mouseover
	disp.set_mouseover_hex_overlay(image);
}