Exemplo n.º 1
0
void CBackgroundManager::Create (void)
{
if (!m_bValid) {
	if ((m_background [0] = LoadCustomBackground ()))
		m_background [1] = m_background [0];
	else {
		m_background [0] = LoadBackground (m_filename [0]);
		m_background [1] = LoadBackground (m_filename [1]);
		}
	m_bValid = true;
	}
}
Exemplo n.º 2
0
void Menu::LoadMenu(Profile * profile,
                    const xmlNode * rootMenuNode)
{
  LoadBackground(profile, rootMenuNode);
  LoadWidget(profile, rootMenuNode, &widgets);
  widgets.Pack();
}
Exemplo n.º 3
0
void CBackground::OnInit()
{
	m_pImages->m_pClient = GameClient();
	m_pLayers->m_pClient = GameClient();
	Kernel()->ReregisterInterface(static_cast<IEngineMap*>(m_pMap));
	str_format(m_aMapName, sizeof(m_aMapName), "%s", g_Config.m_ClBackgroundEntities);
	if(str_comp(g_Config.m_ClBackgroundEntities, CURRENT))
		LoadBackground();
}
Exemplo n.º 4
0
Menu::Menu(sf::RenderWindow* window) :
			mWindow(window){

	if (window != nullptr){
		mCurrentRoom = MainMenu;
		LoadBackground();
		LoadArts();
		LoadLibraryInfo();
		CreateButtons();
	}
};
Exemplo n.º 5
0
/** Change to the specified desktop. */
void ChangeDesktop(unsigned int desktop) {

   ClientNode *np;
   unsigned int x;

   if(desktop >= desktopCount) {
      return;
   }

   if(currentDesktop == desktop && !initializing) {
      return;
   }

   /* Hide clients from the old desktop.
    * Note that we show clients in a separate loop to prevent an issue
    * with clients losing focus.
    */
   for(x = 0; x < LAYER_COUNT; x++) {
      for(np = nodes[x]; np; np = np->next) {
         if(np->state.status & STAT_STICKY) {
            continue;
         }
         if(np->state.desktop == currentDesktop) {
            HideClient(np);
         }
      }
   }

   /* Show clients on the new desktop. */
   for(x = 0; x < LAYER_COUNT; x++) {
      for(np = nodes[x]; np; np = np->next) {
         if(np->state.status & STAT_STICKY) {
            continue;
         }
         if(np->state.desktop == desktop) {
            ShowClient(np);
         }
      }
   }

   currentDesktop = desktop;

   SetCardinalAtom(rootWindow, ATOM_NET_CURRENT_DESKTOP, currentDesktop);
   SetCardinalAtom(rootWindow, ATOM_WIN_WORKSPACE, currentDesktop);

   RestackClients();

   UpdatePager();
   UpdateTaskBar();

   LoadBackground(desktop);

}
void CRenderWorld::LoadImages(){ //load images
  LoadBackground(); 
  
  //Load sprite for each object
  Load(BALL_OBJECT, "ball"); 
  Load(BOOK_OBJECT, "book");
  Load(CANNONBARREL_OBJECT, "cannonbarrel");
  Load(CANNONMOUNT_OBJECT, "cannonmount");
  Load(WHEEL_OBJECT, "wheel");
  Load(TEMPGUAGE_OBJECT, "tempguage");
  Load(TEMPNEEDLE_OBJECT, "tempneedle");
  Load(TEMPMAXNEEDLE_OBJECT, "tempmaxneedle");
  Load(CLOCKFACE_OBJECT, "clockface");
  Load(CLOCKNEEDLE_OBJECT, "clockneedle");
  Load(PIRATE_OBJECT, "pirate");  //easter egg
} //LoadImages
Exemplo n.º 7
0
void LoadBetweenFight(Window *ParentWindow, bool bFirstInit)
{
	if(bFirstInit == false && bInitialisedBetweenFight)
		return;
	
	bInitialisedBetweenFight = true;

	LoadBackground(ParentWindow);
	LoadFaces(ParentWindow);
	LoadStatsText(ParentWindow);
	
	StepBarsLayer = layer_create(GRect(TEXTSTARTX, 128, 91, 24));
	Layer *AnimLayer = GetAnimLayer();
 	layer_add_child(AnimLayer/*window_get_root_layer(ParentWindow)*/, StepBarsLayer);  		
	layer_set_update_proc(StepBarsLayer, DrawStepsBars);
	
	//testing
	app_timer_register(1000, UpdateStats, NULL); //1fps
}
void HalLcdInit(void)
{
#if (HAL_LCD == TRUE)
    /*config the I/O---------------by Zimuge*/
    P1SEL &= ~(BV(3) + BV(5) + BV(6) + BV(7));
    P1DIR |= (BV(3) + BV(5) + BV(6) + BV(7));
    P2SEL &= ~BV(0);
    P2DIR |= BV(0);
    LEDD = 0; //open the backlight
    HalLcd_HW_WriteCommand(0xE2);// software rest
    HalLcd_HW_WaitUs(2);

    HalLcd_HW_WriteCommand(0x2C);// open the boost circuit
    HalLcd_HW_WaitUs(2);
    HalLcd_HW_WriteCommand(0x2E);// open the voltage management circuit
    HalLcd_HW_WaitUs(2);
    HalLcd_HW_WriteCommand(0x2F);// open the voltage follower
    HalLcd_HW_WaitUs(2);

    HalLcd_HW_WriteCommand(0x24);// select the contrast roughly
    HalLcd_HW_WriteCommand(0x81);// select the contrast smoothly
    HalLcd_HW_WriteCommand(0x12);
    HalLcd_HW_WriteCommand(0xA2);// select the bias voltage radio 1/9

    HalLcd_HW_WriteCommand(0xC8);// scan the LCD from top to bottom

    HalLcd_HW_WriteCommand(0xA0);// the address will automatically increase one by one

    HalLcd_HW_WriteCommand(0x40);// select the begining of the column to display the char

    HalLcd_HW_WriteCommand(0xAF);// open the lcd

    // HalLcd_HW_WriteCommand(0xA5);
    HalLcd_HW_Clear();
    LoadBackground();

#endif
}
Exemplo n.º 9
0
CGame::CGame( bool a_bIsReplay, bool a_bWide, bool a_bDebug)
{
	m_bIsReplay = a_bIsReplay;
	m_bWide = a_bWide;
	m_bDebug = a_bDebug;
	m_enInitialGameMode = g_oState.m_enGameMode;

	if ( IsNetworkGame() )
	{
		mg_iBackgroundNumber = g_poNetwork->GetGameParams().iBackgroundNumber;
	}
	
	m_poBackground = new CBackground();
	m_poBackground->Load(mg_iBackgroundNumber++);
	if ( !m_poBackground->IsOK() )
	{
		m_poBackground->Load(1);
		mg_iBackgroundNumber = 1;
	}
	
	m_poDoodads = LoadBackground( "Doodads.png", 48, 64, true );
	
	int i;
	for ( i=0; i<g_oState.m_iNumPlayers; ++i )
	{
		m_aiRoundsWonByPlayer[i] = 0;
		m_aiHitPointDisplayX[i] = 4 + ((i%2) * 396) + (m_bWide ? 130 : 0);
		m_aiHitPointDisplayY[i] = 10 + (i/2) * 45;
		m_abHitPointDisplayLeft[i] = ! (i%2);
	}

	m_iNumberOfRounds = 0;

	SDL_EnableUNICODE( 0 );
	m_iEnqueueDelay = 10;

}
Exemplo n.º 10
0
void CRenderWorld::LoadImages(){ //load images
  InitBackground();
  LoadBackground(); 
  LoadSplash();

  //Numbers
  Load(N_0, "0");
  Load(N_1, "1");
  Load(N_2, "2");
  Load(N_3, "3");
  Load(N_4, "4");
  Load(N_5, "5");
  Load(N_6, "6");
  Load(N_7, "7");
  Load(N_8, "8");
  Load(N_9, "9");
  Load(N_10, "10");
  
  //Load sprites
  Load(CURSOR, "cursor");
  Load(CURSOR_HAND, "cursor_hand");
  Load(START, "start");
  Load(START_HOVER, "hoverStart");
  Load(ENDTURN, "endTurn");
  Load(ENDTURNHOVER, "endTurnHover");
  Load(ATTACKACTIVE, "attackActive");
  Load(ATTACK, "attack");
  Load(ATTACKHOVER, "attackHover");
  Load(WAIT, "wait");
  Load(WAITHOVER, "waitHover");
  Load(WAITACTIVE, "waitActive");
  Load(CAPTURE, "capture");
  Load(CAPTUREHOVER, "capHover");
  Load(CAPTUREACTIVE, "capActive");
  Load(INFO, "info");
  Load(INFOHOVER, "infoHover");
  Load(SIDE1, "side1");
  Load(SIDE2, "side2");
  Load(WIN1, "win1");
  Load(WIN2, "win2");
  Load(CROSSHAIR, "crosshair");

  //attack animation
  Load(ATTACK0, "attack0");
  Load(ATTACK1, "attack1");
  Load(ATTACK2, "attack2");
  Load(ATTACK3, "attack3");

  //Blood Crystle
  Load(BLOODCRYSTLE0, "bCrystle0");
  Load(BLOODCRYSTLE1, "bCrystle1");
  Load(BLOODCRYSTLE2, "bCrystle2");
  Load(BLOODCRYSTLE3, "bCrystle3");
  Load(BLOODCRYSTLE4, "bCrystle4");
  
  //infoPane
  Load(INFOPANE, "infoPane");
  Load(HEALTH_ICON, "health");
  Load(DEFENSE_ICON, "defense");
  Load(MOVE_ICON, "move");
  Load(ATTACK_ICON, "attack");

  Load(TITLE_NAME, "title");
  Load(BLOOD, "blood");

  //Arrow
  Load(DOWNA, "downA");
  Load(DOWNBUTT, "downButt");
  Load(HORZ, "horz");
  Load(LEFTA, "leftA");
  Load(LEFTBUTT, "leftButt");
  Load(LEFTUP, "leftUp");
  Load(RIGHTA, "rightA");
  Load(RIGHTBUTT, "rightButt");
  Load(RIGHTDOWN, "rightDown");
  Load(RIGHTUP, "rightUp");
  Load(UPA, "upA");
  Load(UPBUTT, "upButt");
  Load(VERT, "vert");

  //blue soldier
  Load(BSIDLE0, "BSidle0");
  Load(BSIDLE1, "BSidle1");
  Load(BSIDLE2, "BSidle2");
  Load(BSIDLE3, "BSidle3");

  Load(BSRIGHT0, "BSright0");
  Load(BSRIGHT1, "BSright1");
  Load(BSRIGHT2, "BSright2");
  Load(BSRIGHT3, "BSright3");

  Load(BSLEFT0, "BSleft0");
  Load(BSLEFT1, "BSleft1");
  Load(BSLEFT2, "BSleft2");
  Load(BSLEFT3, "BSleft3");

  Load(BSUP0, "BSup0");
  Load(BSUP1, "BSup1");
  Load(BSUP2, "BSup2");
  Load(BSUP3, "BSup3");

  Load(BSDOWN0, "BSdown0");
  Load(BSDOWN1, "BSdown1");
  Load(BSDOWN2, "BSdown2");
  Load(BSDOWN3, "BSdown3");

  Load(BSMOVED0, "BSmoved0");
  Load(BSMOVED1, "BSmoved1");
  Load(BSMOVED2, "BSmoved2");
  Load(BSMOVED3, "BSmoved3");

  //blue heavy soldier
  Load(BHIDLE0, "BHidle0");
  Load(BHIDLE1, "BHidle1");
  Load(BHIDLE2, "BHidle0");
  Load(BHIDLE3, "BHidle1");

  Load(BHRIGHT0, "BHright0");
  Load(BHRIGHT1, "BHright1");
  Load(BHRIGHT2, "BHright2");
  Load(BHRIGHT3, "BHright3");

  Load(BHLEFT0, "BHleft0");
  Load(BHLEFT1, "BHleft1");
  Load(BHLEFT2, "BHleft2");
  Load(BHLEFT3, "BHleft3");

  Load(BHUP0, "BHup0");
  Load(BHUP1, "BHup1");
  Load(BHUP2, "BHup2");
  Load(BHUP3, "BHup3");

  Load(BHDOWN0, "BHdown0");
  Load(BHDOWN1, "BHdown1");
  Load(BHDOWN2, "BHdown2");
  Load(BHDOWN3, "BHdown3");

  Load(BHMOVED0, "BHmoved0");
  Load(BHMOVED1, "BHmoved1");
  Load(BHMOVED2, "BHmoved0");
  Load(BHMOVED3, "BHmoved1");

  //blue tank
  Load(BTIDLE0, "BTidle0");
  Load(BTIDLE1, "BTidle1");
  Load(BTIDLE2, "BTidle2");
  Load(BTIDLE3, "BTidle1");

  Load(BTRIGHT0, "BTright0");
  Load(BTRIGHT1, "BTright1");
  Load(BTRIGHT2, "BTright2");
  Load(BTRIGHT3, "BTright1");

  Load(BTLEFT0, "BTleft0");
  Load(BTLEFT1, "BTleft1");
  Load(BTLEFT2, "BTleft2");
  Load(BTLEFT3, "BTleft1");

  Load(BTUP0, "BTup0");
  Load(BTUP1, "BTup1");
  Load(BTUP2, "BTup2");
  Load(BTUP3, "BTup1");

  Load(BTDOWN0, "BTdown0");
  Load(BTDOWN1, "BTdown1");
  Load(BTDOWN2, "BTdown2");
  Load(BTDOWN3, "BTdown1");

  Load(BTMOVED0, "BTmoved0");
  Load(BTMOVED1, "BTmoved1");
  Load(BTMOVED2, "BTmoved2");
  Load(BTMOVED3, "BTmoved1");
  
  //red soldier
  Load(RSIDLE0, "RSidle0");
  Load(RSIDLE1, "RSidle1");
  Load(RSIDLE2, "RSidle2");
  Load(RSIDLE3, "RSidle3");

  Load(RSRIGHT0, "RSright0");
  Load(RSRIGHT1, "RSright1");
  Load(RSRIGHT2, "RSright2");
  Load(RSRIGHT3, "RSright3");

  Load(RSLEFT0, "RSleft0");
  Load(RSLEFT1, "RSleft1");
  Load(RSLEFT2, "RSleft2");
  Load(RSLEFT3, "RSleft3");

  Load(RSUP0, "RSup0");
  Load(RSUP1, "RSup1");
  Load(RSUP2, "RSup2");
  Load(RSUP3, "RSup3");

  Load(RSDOWN0, "RSdown0");
  Load(RSDOWN1, "RSdown1");
  Load(RSDOWN2, "RSdown2");
  Load(RSDOWN3, "RSdown3");

  Load(RSMOVED0, "RSmoved0");
  Load(RSMOVED1, "RSmoved1");
  Load(RSMOVED2, "RSmoved2");
  Load(RSMOVED3, "RSmoved3");

  //red heavy soldier
  Load(RHIDLE0, "RHidle0");
  Load(RHIDLE1, "RHidle1");
  Load(RHIDLE2, "RHidle0");
  Load(RHIDLE3, "RHidle1");

  Load(RHRIGHT0, "RHright0");
  Load(RHRIGHT1, "RHright1");
  Load(RHRIGHT2, "RHright2");
  Load(RHRIGHT3, "RHright3");

  Load(RHLEFT0, "RHleft0");
  Load(RHLEFT1, "RHleft1");
  Load(RHLEFT2, "RHleft2");
  Load(RHLEFT3, "RHleft3");

  Load(RHUP0, "RHup0");
  Load(RHUP1, "RHup1");
  Load(RHUP2, "RHup2");
  Load(RHUP3, "RHup3");

  Load(RHDOWN0, "RHdown0");
  Load(RHDOWN1, "RHdown1");
  Load(RHDOWN2, "RHdown2");
  Load(RHDOWN3, "RHdown3");

  Load(RHMOVED0, "RHmoved0");
  Load(RHMOVED1, "RHmoved1");
  Load(RHMOVED2, "RHmoved0");
  Load(RHMOVED3, "RHmoved1");

  //red tank
  Load(RTIDLE0, "RTidle0");
  Load(RTIDLE1, "RTidle1");
  Load(RTIDLE2, "RTidle2");
  Load(RTIDLE3, "RTidle1");

  Load(RTRIGHT0, "RTright0");
  Load(RTRIGHT1, "RTright1");
  Load(RTRIGHT2, "RTright2");
  Load(RTRIGHT3, "RTright1");

  Load(RTLEFT0, "RTleft0");
  Load(RTLEFT1, "RTleft1");
  Load(RTLEFT2, "RTleft2");
  Load(RTLEFT3, "RTleft1");

  Load(RTUP0, "RTup0");
  Load(RTUP1, "RTup1");
  Load(RTUP2, "RTup2");
  Load(RTUP3, "RTup1");

  Load(RTDOWN0, "RTdown0");
  Load(RTDOWN1, "RTdown1");
  Load(RTDOWN2, "RTdown2");
  Load(RTDOWN3, "RTdown1");

  Load(RTMOVED0, "RTmoved0");
  Load(RTMOVED1, "RTmoved1");
  Load(RTMOVED2, "RTmoved2");
  Load(RTMOVED3, "RTmoved1");

  //map tiles
  Load(RED_BASE, "redBase"); 
  Load(BLUE_BASE, "blueBase");
  Load(GRASS0, "grass0"); 
  Load(GRASS1, "grass1");
  Load(MOUNTAIN0, "mountain0");
  Load(MOUNTAIN1, "mountain1");
  Load(MOUNTAIN2, "mountain2");
  Load(MOUNTAIN3, "mountain3");
  Load(MOUNTAIN4, "mountain4");
  Load(MOUNTAIN5, "mountain5");
  Load(RIVER0, "river0");
  Load(RIVER1, "river1");
  Load(RIVER2, "river2");
  Load(ROAD0, "road0");
  Load(ROAD1, "road1");
  Load(ROAD2, "road2");
  Load(ROAD3, "road3");
  Load(ROAD4, "road4");
  Load(ROAD5, "road5");
  Load(ROAD6, "road6");
  Load(ROAD7, "road7");
  Load(ROAD8, "road8");
  Load(ROAD9, "road9");
  Load(ROAD10, "road10");
  Load(TREE0, "tree0");
  Load(TREE1, "tree1");
  Load(WALLPAPER, "greyWallpaper");
  //RED MAP TILES
  Load(RED_BASE_R, "redBase_r");
  Load(BLUE_BASE_R, "blueBase_r");
  Load(GRASS0_R, "grass0_r");
  Load(GRASS1_R, "grass1_r");
  Load(MOUNTAIN0_R, "mountain0_r");
  Load(MOUNTAIN1_R, "mountain1_r");
  Load(MOUNTAIN2_R, "mountain2_r");
  Load(MOUNTAIN3_R, "mountain3_r");
  Load(MOUNTAIN4_R, "mountain4_r");
  Load(MOUNTAIN5_R, "mountain5_r");
  Load(ROAD0_R, "road0_r");
  Load(ROAD1_R, "road1_r");
  Load(ROAD2_R, "road2_r");
  Load(ROAD3_R, "road3_r");
  Load(ROAD4_R, "road4_r");
  Load(ROAD5_R, "road5_r");
  Load(ROAD6_R, "road6_r");
  Load(ROAD7_R, "road7_r");
  Load(ROAD8_R, "road8_r");
  Load(ROAD9_R, "road9_r");
  Load(ROAD10_R, "road10_r");
  Load(TREE0_R, "tree0_r");
  Load(TREE1_R, "tree1_r");
  Load(WALLPAPER_R, "redWallpaper");
  //BLUE MAP TILES
  Load(RED_BASE_B, "redBase_b");
  Load(BLUE_BASE_B, "blueBase_b");
  Load(GRASS0_B, "grass0_b");
  Load(GRASS1_B, "grass1_b");
  Load(MOUNTAIN0_B, "mountain0_b");
  Load(MOUNTAIN1_B, "mountain1_b");
  Load(MOUNTAIN2_B, "mountain2_b");
  Load(MOUNTAIN3_B, "mountain3_b");
  Load(MOUNTAIN4_B, "mountain4_b");
  Load(MOUNTAIN5_B, "mountain5_b");
  Load(ROAD0_B, "road0_b");
  Load(ROAD1_B, "road1_b");
  Load(ROAD2_B, "road2_b");
  Load(ROAD3_B, "road3_b");
  Load(ROAD4_B, "road4_b");
  Load(ROAD5_B, "road5_b");
  Load(ROAD6_B, "road6_b");
  Load(ROAD7_B, "road7_b");
  Load(ROAD8_B, "road8_b");
  Load(ROAD9_B, "road9_b");
  Load(ROAD10_B, "road10_b");
  Load(TREE0_B, "tree0_b");
  Load(TREE1_B, "tree1_b");
  Load(WALLPAPER_B, "blueWallpaper");
  
  Load(EX0, "ex0");
  Load(EX1, "ex1");
  Load(EX2, "ex2");
  Load(EX3, "ex3");
  Load(EX4, "ex4");
  Load(EX5, "ex5");
  Load(EX6, "ex6");
  Load(EX7, "ex7");
  Load(EX8, "ex8");
  Load(EX9, "ex9");
  Load(EX10, "ex10");
  Load(EX11, "ex11");
  Load(EX12, "ex12");
  Load(EX13, "ex13");
  Load(EX14, "ex14");
  Load(EX15, "ex15");
  Load(EX16, "ex16");
  Load(EX17, "ex17");
  Load(EX18, "ex18");
  Load(EX19, "ex19");
  Load(EX20, "ex20");
  Load(EX21, "ex21");
  Load(EX22, "ex22");
  Load(EX23, "ex23");
} //LoadImages
Exemplo n.º 11
0
SDL_Surface *LoadImage( const char* a_pcFilename )
{
	return LoadBackground(a_pcFilename, 0, 0);
}
Exemplo n.º 12
0
//code is from CMapLayers::OnRender()
void CBackground::OnRender()
{
	//probably not the best place for this
	if(str_comp(g_Config.m_ClBackgroundEntities, m_aMapName))
		LoadBackground();

	if(!m_Loaded)
		return;

	if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK)
		return;

	if(g_Config.m_ClOverlayEntities != 100)
		return;

	CUIRect Screen;
	Graphics()->GetScreen(&Screen.x, &Screen.y, &Screen.w, &Screen.h);

	vec2 Center = m_pClient->m_pCamera->m_Center;

	bool PassedGameLayer = false;

	for(int g = 0; g < m_pLayers->m_pLayers->NumGroups() && !PassedGameLayer; g++)
	{
		CMapItemGroup *pGroup = m_pLayers->m_pLayers->GetGroup(g);

		if(!pGroup)
		{
			dbg_msg("MapLayers", "Error:Group was null, Group Number = %d, Total Groups = %d", g, m_pLayers->m_pLayers->NumGroups());
			dbg_msg("MapLayers", "This is here to prevent a crash but the source of this is unknown, please report this for it to get fixed");
			dbg_msg("MapLayers", "we need mapname and crc and the map that caused this if possible, and anymore info you think is relevant");
			continue;
		}

		if(!g_Config.m_GfxNoclip && pGroup->m_Version >= 2 && pGroup->m_UseClipping)
		{
			// set clipping
			float Points[4];
			m_pLayers->MapScreenToGroup(Center.x, Center.y, m_pLayers->m_pLayers->GameGroup(), m_pClient->m_pCamera->m_Zoom);
			Graphics()->GetScreen(&Points[0], &Points[1], &Points[2], &Points[3]);
			float x0 = (pGroup->m_ClipX - Points[0]) / (Points[2]-Points[0]);
			float y0 = (pGroup->m_ClipY - Points[1]) / (Points[3]-Points[1]);
			float x1 = ((pGroup->m_ClipX+pGroup->m_ClipW) - Points[0]) / (Points[2]-Points[0]);
			float y1 = ((pGroup->m_ClipY+pGroup->m_ClipH) - Points[1]) / (Points[3]-Points[1]);

			Graphics()->ClipEnable((int)(x0*Graphics()->ScreenWidth()), (int)(y0*Graphics()->ScreenHeight()),
				(int)((x1-x0)*Graphics()->ScreenWidth()), (int)((y1-y0)*Graphics()->ScreenHeight()));
		}

		if(!g_Config.m_ClZoomBackgroundLayers && !pGroup->m_ParallaxX && !pGroup->m_ParallaxY)
			m_pLayers->MapScreenToGroup(Center.x, Center.y, pGroup, 1.0);
		else
			m_pLayers->MapScreenToGroup(Center.x, Center.y, pGroup, m_pClient->m_pCamera->m_Zoom);

		for(int l = 0; l < pGroup->m_NumLayers; l++)
		{
			CMapItemLayer *pLayer = m_pLayers->m_pLayers->GetLayer(pGroup->m_StartLayer+l);
			// skip rendering if detail layers if not wanted
			if(pLayer->m_Flags&LAYERFLAG_DETAIL && !g_Config.m_GfxHighDetail)
				continue;

			if(pLayer == (CMapItemLayer*)m_pLayers->m_pLayers->GameLayer())
			{
				PassedGameLayer = true;
				break;
			}

			if(pLayer->m_Type == LAYERTYPE_TILES && g_Config.m_ClBackgroundShowTilesLayers)
			{
				CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer;
				if(pTMap->m_Image == -1)
					Graphics()->TextureSet(-1);
				else
					Graphics()->TextureSet(m_pImages->Get(pTMap->m_Image));

				CTile *pTiles = (CTile *)m_pMap->GetData(pTMap->m_Data);
				unsigned int Size = m_pMap->GetUncompressedDataSize(pTMap->m_Data);

				if (Size >= pTMap->m_Width*pTMap->m_Height*sizeof(CTile))
				{
					Graphics()->BlendNone();
					vec4 Color = vec4(pTMap->m_Color.r/255.0f, pTMap->m_Color.g/255.0f, pTMap->m_Color.b/255.0f, pTMap->m_Color.a/255.0f);
					RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, Color, TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_OPAQUE,
													m_pLayers->EnvelopeEval, m_pLayers, pTMap->m_ColorEnv, pTMap->m_ColorEnvOffset);
					Graphics()->BlendNormal();
					RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, Color, TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_TRANSPARENT,
													m_pLayers->EnvelopeEval, m_pLayers, pTMap->m_ColorEnv, pTMap->m_ColorEnvOffset);
				}
			}
			else if(pLayer->m_Type == LAYERTYPE_QUADS && g_Config.m_ClShowQuads)
			{
				CMapItemLayerQuads *pQLayer = (CMapItemLayerQuads *)pLayer;
				if(pQLayer->m_Image == -1)
					Graphics()->TextureSet(-1);
				else
					Graphics()->TextureSet(m_pImages->Get(pQLayer->m_Image));

				CQuad *pQuads = (CQuad *)m_pMap->GetDataSwapped(pQLayer->m_Data);

				Graphics()->BlendNone();
				RenderTools()->ForceRenderQuads(pQuads, pQLayer->m_NumQuads, LAYERRENDERFLAG_OPAQUE, m_pLayers->EnvelopeEval, m_pLayers);
				Graphics()->BlendNormal();
				RenderTools()->ForceRenderQuads(pQuads, pQLayer->m_NumQuads, LAYERRENDERFLAG_TRANSPARENT, m_pLayers->EnvelopeEval, m_pLayers);
			}
		}
		if(!g_Config.m_GfxNoclip)
			Graphics()->ClipDisable();
	}

	// reset the screen like it was before
	Graphics()->MapScreen(Screen.x, Screen.y, Screen.w, Screen.h);
}
Exemplo n.º 13
0
void CBackground::OnMapLoad()
{
	if(str_comp(g_Config.m_ClBackgroundEntities, CURRENT) == 0 || str_comp(g_Config.m_ClBackgroundEntities, m_aMapName))
		LoadBackground();
}
Exemplo n.º 14
0
CFighterStatsDemo::CFighterStatsDemo( FighterEnum a_iFighter )
{
	m_iTimeLeft = 500;
	m_poStaff = NULL;
	
	m_poBackground = LoadBackground( "FighterStats.jpg", 64 );
	DrawGradientText( "Fighter Stats", titleFont, 10, m_poBackground );

	SDL_BlitSurface( m_poBackground, NULL, gamescreen, NULL );
	SDL_Flip( gamescreen );
	
	if ( mg_iLastFighter < 0 )
	{
		// First run; create shuffled array of fighters.
		mg_iLastFighter = 0;
		
		int i, j;
		FighterEnum k;
		for ( i=0; i<LASTFIGHTER-1; ++i )
		{
			mg_aenFighterOrder[i] = (FighterEnum)(i+1);
		}
		for ( i=0; i<LASTFIGHTER-1; ++i )
		{
			j = rand() % (LASTFIGHTER-1);
			k = mg_aenFighterOrder[i]; 
			mg_aenFighterOrder[i] = mg_aenFighterOrder[j]; 
			mg_aenFighterOrder[j] = k;
		}
	}
	
	if ( a_iFighter <= UNKNOWN )
	{
		mg_iLastFighter = (mg_iLastFighter+1) % (LASTFIGHTER-1);
		m_enFighter = mg_aenFighterOrder[mg_iLastFighter];
	}
	else
	{
		m_enFighter = a_iFighter;
	}

	if ( g_oPlayerSelect.IsFighterAvailable( m_enFighter ) )
	{
		g_oPlayerSelect.SetPlayer( 0, m_enFighter );
		g_oBackend.PerlEvalF( "SelectStart(%d);", 2 );
	}
	else
	{
		std::string sStaffFilename = DATADIR;
		sStaffFilename += "/characters/STAFF.DAT";
		m_poStaff = new CRlePack( sStaffFilename.c_str(), 255 );
	}

	g_oBackend.PerlEvalF("GetFighterStats(%d);", m_enFighter );
	_sge_TTFont* font = impactFont;
	int y = TOPMARGIN;


	AV *StatTags = get_av( "StatTags", FALSE );

	char *s, *sTag;

	s = SvPV_nolen(get_sv("Name", FALSE));
	DrawTextMSZ( s, inkFont, (LEFTMARGIN + RIGHTMARGIN)/2, y, AlignHCenter, C_WHITE, m_poBackground );
	y+= 10;

	s = SvPV_nolen(get_sv("Team", FALSE ));
	sTag = SvPV_nolen( *av_fetch( StatTags, 1, false ) );
	int i = DrawTextMSZ( sTag, font, LEFTMARGIN, y+=LINEHEIGHT, 0, C_YELLOW, m_poBackground );
	DrawTextMSZ( s, font, LEFTMARGIN+i, y, 0, C_ORANGE, m_poBackground, false );

	s = SvPV_nolen(get_sv("Style", FALSE ));
	sTag = SvPV_nolen( *av_fetch( StatTags, 2, false ) );
	i = DrawTextMSZ( sTag, font, LEFTMARGIN2, y, 0, C_YELLOW, m_poBackground );
	DrawTextMSZ( s, font, LEFTMARGIN2+i, y, 0, C_ORANGE, m_poBackground, false );

	s = SvPV_nolen(get_sv("Age", FALSE ));
	sTag = SvPV_nolen( *av_fetch( StatTags, 3, false ) );
	i = DrawTextMSZ( sTag, font, LEFTMARGIN, y+=LINEHEIGHT, 0, C_YELLOW, m_poBackground );
	DrawTextMSZ( s, font, LEFTMARGIN+i, y, 0, C_ORANGE, m_poBackground, false );

	s = SvPV_nolen(get_sv("Weight", FALSE ));
	sTag = SvPV_nolen( *av_fetch( StatTags, 4, false ) );
	i = DrawTextMSZ( sTag, font, LEFTMARGIN2, y, 0, C_YELLOW, m_poBackground );
	DrawTextMSZ( s, font, LEFTMARGIN2+i, y, 0, C_ORANGE, m_poBackground, false );

	s = SvPV_nolen(get_sv("Height", FALSE ));
	sTag = SvPV_nolen( *av_fetch( StatTags, 5, false ) );
	i = DrawTextMSZ( sTag, font, LEFTMARGIN, y+=LINEHEIGHT, 0, C_YELLOW, m_poBackground );
	DrawTextMSZ( s, font, LEFTMARGIN+i, y, 0, C_ORANGE, m_poBackground, false );

	s = SvPV_nolen(get_sv("Shoe", FALSE ));
	sTag = SvPV_nolen( *av_fetch( StatTags, 6, false ) );
	i = DrawTextMSZ( sTag, font, LEFTMARGIN2, y, 0, C_YELLOW, m_poBackground );
	DrawTextMSZ( s, font, LEFTMARGIN2+i, y, 0, C_ORANGE, m_poBackground, false );

	m_sStory = SvPV_nolen(get_sv("Story", FALSE ));
	SDL_Rect oFlyingRect;
	oFlyingRect.x = LEFTMARGIN; 
	oFlyingRect.y = y+DESCMARGIN;
	oFlyingRect.w = gamescreen->w - oFlyingRect.x - 20;
	oFlyingRect.h = gamescreen->h - oFlyingRect.y - 10;
	m_poFlyingChars = new CFlyingChars( creditsFont, oFlyingRect );
	m_poFlyingChars->AddText( m_sStory.c_str(), CFlyingChars::FC_AlignJustify, false );

	if ( g_oPlayerSelect.IsFighterAvailable( m_enFighter ) )
	{
		m_sKeys = SvPV_nolen(get_sv("Keys", TRUE ));
		m_poFlyingChars->AddText( "\n\nKEYS\n", CFlyingChars::FC_AlignCenter, true );
		m_poFlyingChars->AddText( m_sKeys.c_str(), CFlyingChars::FC_AlignCenter, true );
	}
	else
	{
		m_sKeys = Translate("Unfortunately this fighter is not yet playable.");
		m_poFlyingChars->AddText( m_sKeys.c_str(), CFlyingChars::FC_AlignLeft, true );
	}
}
Exemplo n.º 15
0
void CTextures::SetMap(unsigned int ID)
{
	CMaps *Map = GetLoadedMap(ID);

	for (unsigned int i = 0; i < Map->NumberOfPlatforms; i++)
	{
		CPlatforms *CurrentPlatform = GetLoadedPlatform(ID, Map->Platforms[i]->ID);

		if (CurrentPlatform == NULL)
		{
			LoadPlatform(ID, Map->Platforms[i]->ID);
			CurrentPlatform = GetLoadedPlatform(ID, Map->Platforms[i]->ID);
		}

		CPlatforms *NewPlatform = new CPlatforms();

		(*NewPlatform) = (*CurrentPlatform);
		NewPlatform->X = Map->Platforms[i]->X;
		NewPlatform->Y = Map->Platforms[i]->Y;

		Platforms.push_back( NewPlatform );
	}

	for (unsigned int i = 0; i < Map->NumberOfBackgrounds; i++)
	{
		CBackgrounds *CurrentBackground = GetLoadedBackground(ID, Map->Backgrounds[i]->ID);

		if (CurrentBackground == NULL)
		{
			LoadBackground(ID, Map->Backgrounds[i]->ID);
			CurrentBackground = GetLoadedBackground(ID, Map->Backgrounds[i]->ID);
		}

		CBackgrounds *NewBackground = new CBackgrounds();

		(*NewBackground) = (*CurrentBackground);
		NewBackground->X = Map->Backgrounds[i]->X;
		NewBackground->Y = Map->Backgrounds[i]->Y;

		Backgrounds.push_back( NewBackground );
	}

	for (unsigned int i = 0; i < Map->NumberOfMobs; i++)
	{
		CMobs *CurrentMob = GetLoadedMob(Map->Mobs[i]->ID);

		if (CurrentMob == NULL)
		{
			LoadMob(Map->Mobs[i]->ID);
			CurrentMob = GetLoadedMob(Map->Mobs[i]->ID);
		}

		CMobs *NewMob = new CMobs();

		(*NewMob) = (*CurrentMob);
		NewMob->X = Map->Mobs[i]->X;
		NewMob->Y = Map->Mobs[i]->Y;

		NewMob->Instance = i; //Temporary, might be changed. Doesn't look like it needs to be though.

		Mobs.push_back( NewMob );
	}

	for (unsigned int i = 0; i < Map->NumberOfPortals; i++)
	{
		CPortals *CurrentPortal = GetLoadedPortal(Map->Portals[i]->ID);

		if (CurrentPortal == NULL)
		{
			LoadPortal(Map->Portals[i]->ID);
			CurrentPortal = GetLoadedPortal(Map->Portals[i]->ID);
		}

		CPortals *NewPortal = new CPortals();

		(*NewPortal) = (*CurrentPortal);
		NewPortal->PortalID = Map->Portals[i]->ID;
		NewPortal->X = Map->Portals[i]->X;
		NewPortal->Y = Map->Portals[i]->Y;
		NewPortal->TargetMapID = Map->Portals[i]->TargetMapID;

		Portals.push_back( NewPortal );
	}

	Player.CurrentMapID = ID;
}
Exemplo n.º 16
0
Arquivo: main.c Projeto: kuailexs/jwm
/** Startup the various JWM components.
 * This is called after the X connection is opened.
 */
void Startup(void)
{

   /* This order is important. */

   /* First we grab the server to prevent clients from changing things
    * while we're still loading. */
   GrabServer();

   StartupSettings();
   StartupScreens();

   StartupGroups();
   StartupColors();
   StartupIcons();
   StartupBackgrounds();
   StartupFonts();
   StartupCursors();

   StartupPager();
   StartupClock();
   StartupTaskBar();
   StartupTrayButtons();
   StartupDesktops();
   StartupHints();
   StartupDock();
   StartupTray();
   StartupKeys();
   StartupBorders();
   StartupPlacement();
   StartupClients();

#  ifndef DISABLE_CONFIRM
      StartupDialogs();
#  endif
   StartupPopup();

   StartupRootMenu();

   SetDefaultCursor(rootWindow);
   ReadCurrentDesktop();
   JXFlush(display);

   RequireRestack();

   /* Allow clients to do their thing. */
   JXSync(display, True);
   UngrabServer();

   StartupSwallow();

   DrawTray();

   /* Send expose events. */
   ExposeCurrentDesktop();

   /* Draw the background (if backgrounds are used). */
   LoadBackground(currentDesktop);

   /* Run any startup commands. */
   StartupCommands();

}
Exemplo n.º 17
0
int CMapFileIO::LoadMap(CLevelMap &map, HANDLE hFile) const
{
	XML_MANAGER_HANDLE xml = 0;
	xml = CreateWorker();
	if(!xml)
		return 1;
	DWORD res = ReadFromFileHandle(xml, hFile);
	if(res != ERROR_SUCCESS) 
		return 1;
	CloseHandle(hFile);
	XML_NODE_HANDLE group;

	//dimensions
	group = RetrieveNode(xml, 0, L"dimensions");
	if(!group)
		return 1;
	LPWSTR mapwt = GetNodeAttr(xml, group, L"width");
	if(!mapwt)
		return 1;
	LPWSTR mapht = GetNodeAttr(xml, group, L"height");
	if(!mapht)
		return 1;
	int mapw = _wtoi(mapwt);
	int maph = _wtoi(mapht);
	map.SetDimensions(mapw, maph);
	ReleaseTextString(mapwt);
	ReleaseTextString(mapht);
	ReleaseNode(group);

	//background
	group = RetrieveNode(xml, 0, L"background");
	if(!group)
		return 1;
	map.SetBackground(LoadBackground(xml, group));
	ReleaseNode(group);

	//player
	group = RetrieveNode(xml, 0, L"player");
	CStubCreature* pPlr = 0;
	if(group)
	{
		pPlr = LoadPlayer(xml, group);
		map.SetPlayerPos(pPlr->GetPosition());
		delete pPlr;
	}
	ReleaseNode(group);

	//tiletypes
	LoadTileTypesDict(map.m_TilesDictionary);

	//tiles
	group = RetrieveNode(xml, 0, L"tiles");
	if(!group)
		return 1;
	LoadTileList(map.m_pTiles, map.m_TilesDictionary, xml, group);
	ReleaseNode(group);

	//creatures
	group = RetrieveNode(xml, 0, L"creatures");
	if(group)
		LoadCreaturesList( map.m_pCreatures, xml, group );
	ReleaseNode(group);
	map.AssignMyEnviroment();

	ReleaseWorker(xml);
	return 0;
}