void CNewGameSession::SetShipClassImage (CShipClass *pClass, int x, int y, int cxWidth)

//	SetShipClassImage
//
//	Sets the current ship class image

	{
	const CPlayerSettings *pPlayerSettings = pClass->GetPlayerSettings();

    //  Ask the class for a hero image

    const CG32bitImage *pImage = (!pClass->GetHeroImage().IsEmpty() ? &pClass->GetHeroImage().GetImage(CONSTLIT("New Game")) : NULL);
    
	//	Delete the previous one

	DeleteElement(ID_SHIP_CLASS_IMAGE);

	//	Add the new one, if we've got one.

	const CG32bitImage *pImageToUse = NULL;
	bool bFree = false;

	if (pImage && !pImage->IsEmpty())
		{
		//	If this image is not the right size, then create a resized version
		//	that is.

		if (pImage->GetWidth() != SHIP_IMAGE_WIDTH || pImage->GetHeight() != SHIP_IMAGE_HEIGHT)
			{
			int cxNewWidth = SHIP_IMAGE_WIDTH;
			int cyNewHeight = cxNewWidth * pImage->GetHeight() / pImage->GetWidth();
			if (cyNewHeight > SHIP_IMAGE_HEIGHT)
				{
				cyNewHeight = SHIP_IMAGE_HEIGHT;
				cxNewWidth = cyNewHeight * pImage->GetWidth() / pImage->GetHeight();
				}

			CG32bitImage *pNewImage = new CG32bitImage;
			pNewImage->CreateFromImageTransformed(*pImage, 0, 0, pImage->GetWidth(), pImage->GetHeight(), (Metric)cxNewWidth / pImage->GetWidth(), (Metric)cyNewHeight / pImage->GetHeight(), 0.0);

			pImageToUse = pNewImage;
			bFree = true;
			}
		else
			{
			pImageToUse = pImage;
			bFree = false;
			}
		}

	//	If we don't have an image then ask the class to paint it

	else
		{
		CG32bitImage *pNewImage = new CG32bitImage;
		pNewImage->Create(SHIP_IMAGE_WIDTH, SHIP_IMAGE_HEIGHT);

		ViewportTransform Trans;
		pClass->Paint(*pNewImage, 
				SHIP_IMAGE_WIDTH / 2, 
				SHIP_IMAGE_HEIGHT / 2, 
				Trans, 
				0, 
				0
				);

		pImageToUse = pNewImage;
		bFree = true;
		}

	//	Position

	int xImage = x + (cxWidth - pImageToUse->GetWidth()) / 2;
	int yImage = y + (SHIP_IMAGE_HEIGHT - pImageToUse->GetHeight()) / 2;

	//	New image frame

	bool bAutoMask = (pClass->GetAPIVersion() < 26);

	IAnimatron *pImageFrame = new CAniRect;
	pImageFrame->SetID(ID_SHIP_CLASS_IMAGE);
	pImageFrame->SetPropertyVector(PROP_POSITION, CVector(xImage, yImage));
	pImageFrame->SetPropertyVector(PROP_SCALE, CVector(pImageToUse->GetWidth(), pImageToUse->GetHeight()));
	pImageFrame->SetFillMethod(new CAniImageFill(pImageToUse, bFree, bAutoMask));

	m_pRoot->AddLine(pImageFrame);
	}
示例#2
0
void CExtension::CreateIcon (int cxWidth, int cyHeight, CG32bitImage **retpIcon) const

//	CreateIcon
//
//	Creates a cover icon for the adventure. The caller is responsible for
//	freeing the result.

	{
	//	Load the image

	CG32bitImage *pBackground = GetCoverImage();
	if (pBackground == NULL || pBackground->GetWidth() == 0 || pBackground->GetHeight() == 0)
		{
		int cxSize = Min(cxWidth, cyHeight);
		*retpIcon = new CG32bitImage;
		(*retpIcon)->Create(cxSize, cxSize);
		return;
		}

	//	Figure out the dimensions of the icon based on the image size and the
	//	desired output.
	//
	//	If the background is larger than the icon size then we need to scale it.

	CG32bitImage *pIcon;
	if (pBackground->GetWidth() > cxWidth || pBackground->GetHeight() > cyHeight)
		{
		int xSrc, ySrc, cxSrc, cySrc;
		Metric rScale;

		//	If we have a widescreen cover image and we want a portrait or
		//	square icon, then we zoom in on the key part of the cover.

		if (pBackground->GetWidth() > 2 * pBackground->GetHeight())
			{
			rScale = (Metric)cyHeight / pBackground->GetHeight();

			cxSrc = (int)(cxWidth / rScale);
			xSrc = Min(pBackground->GetWidth() - cxSrc, pBackground->GetWidth() - (RIGHT_COVER_OFFSET + (cxSrc / 2)));

			ySrc = 0;
			cySrc = pBackground->GetHeight();
			}
		else
			{
			rScale = (Metric)cxWidth / pBackground->GetWidth();
			if (rScale * pBackground->GetHeight() > (Metric)cyHeight)
				rScale = (Metric)cyHeight / pBackground->GetHeight();

			xSrc = 0;
			ySrc = 0;
			cxSrc = pBackground->GetWidth();
			cySrc = pBackground->GetHeight();
			}

		//	Create the icon

		pIcon = new CG32bitImage;
		pIcon->CreateFromImageTransformed(*pBackground,
				xSrc,
				ySrc,
				cxSrc,
				cySrc,
				rScale,
				rScale,
				0.0);
		}

	//	Otherwise we center the image on the icon

	else
		{
		//	Create the icon

		pIcon = new CG32bitImage;
		pIcon->Create(cxWidth, cyHeight);

		//	Blt

		pIcon->Blt(0,
				0,
				pBackground->GetWidth(),
				pBackground->GetHeight(),
				*pBackground,
				(cxWidth - pBackground->GetWidth()) / 2,
				(cyHeight - pBackground->GetHeight()) / 2);
		}

	//	Done

	*retpIcon = pIcon;
	}