/************************************************************************** Convert text describing direction into direction **************************************************************************/ Direction api_utilities_str2dir(lua_State *L, const char *dir) { LUASCRIPT_CHECK_STATE(L, direction8_invalid()); LUASCRIPT_CHECK_ARG_NIL(L, dir, 2, string, direction8_invalid()); return direction8_by_name(dir, fc_strcasecmp); }
/*************************************************************************** Put unit sprite to canvas ***************************************************************************/ void create_overlay_unit(struct canvas *pcanvas, struct unit_type *punittype) { int x1, x2, y1, y2; int width, height; struct sprite *sprite = get_unittype_sprite(tileset, punittype, direction8_invalid()); sprite_get_bounding_box(sprite, &x1, &y1, &x2, &y2); if (pcanvas->type == CANVAS_PIXBUF) { width = gdk_pixbuf_get_width(pcanvas->v.pixbuf); height = gdk_pixbuf_get_height(pcanvas->v.pixbuf); gdk_pixbuf_fill(pcanvas->v.pixbuf, 0x00000000); } else { if (pcanvas->type == CANVAS_PIXCOMM) { gtk_pixcomm_clear(pcanvas->v.pixcomm); } /* Guess */ width = tileset_full_tile_width(tileset); height = tileset_full_tile_height(tileset); } /* Finally, put a picture of the unit in the tile */ canvas_put_sprite(pcanvas, 0, 0, sprite, (x2 + x1 - width) / 2, (y1 + y2 - height) / 2, tileset_full_tile_width(tileset) - (x2 + x1 - width) / 2, tileset_full_tile_height(tileset) - (y1 + y2 - height) / 2); }
/*************************************************************************** ... ***************************************************************************/ 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); }
/**************************************************************** Setup max unit sprite size. *****************************************************************/ static void update_max_unit_size(void) { max_unit_height = 0; max_unit_width = 0; unit_type_iterate(i) { int x1, x2, y1, y2; struct sprite *sprite = get_unittype_sprite(tileset, i, direction8_invalid(), TRUE); sprite_get_bounding_box(sprite, &x1, &y1, &x2, &y2); max_unit_width = MAX(max_unit_width, x2 - x1); max_unit_height = MAX(max_unit_height, y2 - y1); } unit_type_iterate_end; }