Пример #1
0
void ProcessEditorRendering()
{
	BOOLEAN fSaveBuffer = FALSE;
	if( gfRenderTaskbar ) //do a full taskbar render.
	{
		ClearTaskbarRegion( 0, 360, 640, 480 );
		RenderTerrainTileButtons();
		MarkButtonsDirty();
		gfRenderTaskbar = FALSE;
		fSaveBuffer = TRUE;
		gfRenderDrawingMode = TRUE;
		gfRenderHilights = FALSE;
		gfRenderMercInfo = TRUE;
	}
	if( gfRenderDrawingMode )
	{
	  if( iCurrentTaskbar == TASK_BUILDINGS || iCurrentTaskbar == TASK_TERRAIN || iCurrentTaskbar == TASK_ITEMS ) 
		{
			ShowCurrentDrawingMode();
			gfRenderDrawingMode = FALSE;
		}
	}
	//render dynamically changed buttons only  
	RenderButtons( );

	if( gfSummaryWindowActive )
		RenderSummaryWindow();
	else if( !gfGotoGridNoUI && !InOverheadMap() )
		RenderMercStrings();

	if( gfEditingDoor )
		RenderDoorEditingWindow();

	if( TextInputMode() )
		RenderAllTextFields();
	RenderEditorInfo();

	if( !gfSummaryWindowActive && !gfGotoGridNoUI && !InOverheadMap() )
	{
		if( gpItem && gsItemGridNo != -1 )
			RenderSelectedItemBlownUp();
		if( iCurrentTaskbar == TASK_MAPINFO )
			RenderMapEntryPointsAndLights();
		if( iDrawMode == DRAW_MODE_PLACE_ITEM && eInfo.uiItemType == TBAR_MODE_ITEM_KEYS || 
			  iDrawMode == DRAW_MODE_DOORKEYS )
			RenderDoorLockInfo();
	}



	if( fSaveBuffer )
		BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 360, 640, 120 );

	//Make sure this is TRUE at all times.
	//It is set to false when before we save the buffer, so the buttons don't get 
	//rendered with hilites, in case the mouse is over one.  
	gfRenderHilights = TRUE;

	RenderButtonsFastHelp();

}
void ProcessEditorRendering()
{
	BOOLEAN fSaveBuffer = FALSE;
	if( gfRenderTaskbar ) //do a full taskbar render.
	{
		if(iCurrentTaskbar == TASK_OPTIONS && !gfSummaryWindowActive)//dnl ch52 091009
		{
			CHAR8 szNewText[4+1];
			sprintf(szNewText, "%d", iNewMapWorldRows=WORLD_ROWS);
			SetInputFieldStringWith8BitString(1, szNewText);
			sprintf(szNewText, "%d", iNewMapWorldCols=WORLD_COLS);
			SetInputFieldStringWith8BitString(2, szNewText);
			DisableTextField(2);
		}
		ClearTaskbarRegion( 0, SCREEN_HEIGHT - 120, SCREEN_WIDTH, SCREEN_HEIGHT );
		RenderTerrainTileButtons();
		MarkButtonsDirty();
		gfRenderTaskbar = FALSE;
		fSaveBuffer = TRUE;
		gfRenderDrawingMode = TRUE;
		gfRenderHilights = FALSE;
		gfRenderMercInfo = TRUE;
	}
	if( gfRenderDrawingMode )
	{
		if( iCurrentTaskbar == TASK_BUILDINGS || iCurrentTaskbar == TASK_TERRAIN || iCurrentTaskbar == TASK_ITEMS )
		{
			ShowCurrentDrawingMode();
			gfRenderDrawingMode = FALSE;
		}
	}
	//render dynamically changed buttons only
	RenderButtons( );

	if( gfSummaryWindowActive )
		RenderSummaryWindow();
	else if( !gfGotoGridNoUI && !gfKeyboardItemCreationUI && !InOverheadMap() && !gfEditingDoor )//dnl ch86 220214
		RenderMercStrings();

	if( gfEditingDoor )
		RenderDoorEditingWindow();

	if( TextInputMode() )
		RenderAllTextFields();
	RenderEditorInfo();

	if( !gfSummaryWindowActive && !gfGotoGridNoUI && !gfKeyboardItemCreationUI && !InOverheadMap() && !gfEditingDoor )//dnl ch86 220214
	{
		if( gpItem && gsItemGridNo != -1 )
			RenderSelectedItemBlownUp();
		if( iCurrentTaskbar == TASK_MAPINFO )
			RenderMapEntryPointsAndLights();
		if( iDrawMode == DRAW_MODE_PLACE_ITEM && eInfo.uiItemType == TBAR_MODE_ITEM_KEYS ||
			iDrawMode == DRAW_MODE_DOORKEYS )
			RenderDoorLockInfo();
	}

	if( fSaveBuffer )
		BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 2 * iScreenHeightOffset + 360, SCREEN_WIDTH, 120 );

	//Make sure this is TRUE at all times.
	//It is set to false when before we save the buffer, so the buttons don't get
	//rendered with hilites, in case the mouse is over one.
	gfRenderHilights = TRUE;
	if(!gfSummaryWindowActive && !gfScrollInertia && !gfEditingDoor)//dnl ch77 131113 //dnl ch78 271113 //dnl ch86 210214
		RenderButtonsFastHelp();
}