/** ** Toggle big map mode. ** ** @todo FIXME: We should try to keep the same view, if possible */ void UiToggleBigMap() { static int mapx; static int mapy; static int mapex; static int mapey; BigMapMode ^= 1; if (BigMapMode) { mapx = UI.MapArea.X; mapy = UI.MapArea.Y; mapex = UI.MapArea.EndX; mapey = UI.MapArea.EndY; UI.MapArea.X = 0; UI.MapArea.Y = 0; UI.MapArea.EndX = Video.Width - 1; UI.MapArea.EndY = Video.Height - 1; SetViewportMode(UI.ViewportMode); UI.StatusLine.Set(_("Big map enabled")); } else { UI.MapArea.X = mapx; UI.MapArea.Y = mapy; UI.MapArea.EndX = mapex; UI.MapArea.EndY = mapey; SetViewportMode(UI.ViewportMode); UI.StatusLine.Set(_("Returning to old map")); } }
/** ** Initialize the user interface. */ void InitUserInterface() { ShowLoadProgress("%s", _("Loading User Interface")); UI.Offset640X = (Video.Width - 640) / 2; UI.Offset480Y = (Video.Height - 480) / 2; // // Calculations // if (Map.Info.MapWidth) { UI.MapArea.EndX = std::min<int>(UI.MapArea.EndX, UI.MapArea.X + Map.Info.MapWidth * Map.GetCurrentPixelTileSize().x - 1); UI.MapArea.EndY = std::min<int>(UI.MapArea.EndY, UI.MapArea.Y + Map.Info.MapHeight * Map.GetCurrentPixelTileSize().y - 1); } UI.SelectedViewport = UI.Viewports; SetViewportMode(VIEWPORT_SINGLE); UI.CompletedBarColor = Video.MapRGB(TheScreen->format, UI.CompletedBarColorRGB); UI.ViewportCursorColor = ColorWhite; }
void CheckViewportMode() { if (NewViewportMode != UI.ViewportMode) { SetViewportMode(NewViewportMode); } }