comparison GUI/UI/UISaveLoad.cpp @ 2572:d87bfbd3bb3b

Step towards unification of Texture and RGBTexture (class Image)
author a.parshin
date Sat, 05 Mar 2016 01:51:54 +0200
parents fed97f15d1e1
children 0c67be4ec900
comparison
equal deleted inserted replaced
2571:cf29f444ddd7 2572:d87bfbd3bb3b
74 { 74 {
75 pLODFile.LoadFile(pTmpBuf.data(), 1); 75 pLODFile.LoadFile(pTmpBuf.data(), 1);
76 fread(&pSavegameHeader[i], 100, 1, pLODFile.FindContainer("header.bin", 1)); 76 fread(&pSavegameHeader[i], 100, 1, pLODFile.FindContainer("header.bin", 1));
77 if (pLODFile.FindContainer("image.pcx", 1)) 77 if (pLODFile.FindContainer("image.pcx", 1))
78 { 78 {
79 pSavegameThumbnails[i].LoadFromFILE(pLODFile.FindContainer("image.pcx", 1), 0, 1); 79 //pSavegameThumbnails[i].LoadFromFILE(pLODFile.FindContainer("image.pcx", 1), 0, 1);
80 pLODFile.CloseWriteFile(); 80 pLODFile.CloseWriteFile();
81 pSavegameUsedSlots[i] = 1; 81 pSavegameUsedSlots[i] = 1;
82 } 82 }
83 else 83 else
84 pSavegameUsedSlots[i] = 0; 84 pSavegameUsedSlots[i] = 0;
135 135
136 dword_6BE138 = -1; 136 dword_6BE138 = -1;
137 pIcons_LOD->_inlined_sub2(); 137 pIcons_LOD->_inlined_sub2();
138 138
139 memset(pSavegameUsedSlots.data(), 0, sizeof(pSavegameUsedSlots)); 139 memset(pSavegameUsedSlots.data(), 0, sizeof(pSavegameUsedSlots));
140 memset(pSavegameThumbnails.data(), 0, 45 * sizeof(RGBTexture)); 140 memset(pSavegameThumbnails.data(), 0, 45 * sizeof(Image *));
141 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE); 141 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
142 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE); 142 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
143 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE); 143 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
144 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE); 144 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
145 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE); 145 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
158 pRenderer->DrawTextureIndexed(18, 141, pIcons_LOD->GetTexture(uTextureID_load_up)); 158 pRenderer->DrawTextureIndexed(18, 141, pIcons_LOD->GetTexture(uTextureID_load_up));
159 } 159 }
160 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u)); 160 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
161 } 161 }
162 else 162 else
163 pRenderer->DrawTextureNew(0, 0, &main_menu_background); 163 pRenderer->DrawTextureNew(0, 0, main_menu_background);
164 164
165 165
166 /*pGUIWindow_CurrentMenu = new GUIWindow_Load( 166 /*pGUIWindow_CurrentMenu = new GUIWindow_Load(
167 saveload_dlg_xs[uDialogueType], 167 saveload_dlg_xs[uDialogueType],
168 saveload_dlg_ys[uDialogueType], 168 saveload_dlg_ys[uDialogueType],
208 pSavegameUsedSlots[i] = 0; 208 pSavegameUsedSlots[i] = 0;
209 strcpy(pSavegameList->pFileList[i].pSaveFileName, ""); 209 strcpy(pSavegameList->pFileList[i].pSaveFileName, "");
210 } 210 }
211 else 211 else
212 { 212 {
213 pSavegameThumbnails[i].LoadFromFILE(pLODFile.FindContainer("image.pcx", true), 0, true); 213 //pSavegameThumbnails[i].LoadFromFILE(pLODFile.FindContainer("image.pcx", true), 0, true);
214 pLODFile.CloseWriteFile(); 214 pLODFile.CloseWriteFile();
215 pSavegameUsedSlots[i] = 1; 215 pSavegameUsedSlots[i] = 1;
216 } 216 }
217 } 217 }
218 218
297 save_load_window.uFrameWidth = 220; 297 save_load_window.uFrameWidth = 220;
298 save_load_window.uFrameY = (pGUIWindow_CurrentMenu->uFrameY - pFontSmallnum->uFontHeight) + 157; 298 save_load_window.uFrameY = (pGUIWindow_CurrentMenu->uFrameY - pFontSmallnum->uFontHeight) + 157;
299 save_load_window.uFrameZ = save_load_window.uFrameX + 219; 299 save_load_window.uFrameZ = save_load_window.uFrameX + 219;
300 save_load_window.uFrameHeight = pFontSmallnum->uFontHeight; 300 save_load_window.uFrameHeight = pFontSmallnum->uFontHeight;
301 save_load_window.uFrameW = pFontSmallnum->uFontHeight + save_load_window.uFrameY - 1; 301 save_load_window.uFrameW = pFontSmallnum->uFontHeight + save_load_window.uFrameY - 1;
302 if ( pSavegameThumbnails[uLoadGameUI_SelectedSlot].pPixels ) 302 if ( pSavegameThumbnails[uLoadGameUI_SelectedSlot] )
303 pRenderer->DrawTextureRGB(pGUIWindow_CurrentMenu->uFrameX + 276, pGUIWindow_CurrentMenu->uFrameY + 171, &pSavegameThumbnails[uLoadGameUI_SelectedSlot]); 303 pRenderer->DrawTextureNew((pGUIWindow_CurrentMenu->uFrameX + 276)/640.0f, (pGUIWindow_CurrentMenu->uFrameY + 171)/480.0f, pSavegameThumbnails[uLoadGameUI_SelectedSlot]);
304 //Draw map name 304 //Draw map name
305 save_load_window.DrawTitleText(pFontSmallnum, 0, 0, 0, pMapStats->pInfos[pMapStats->GetMapInfo(pSavegameHeader[uLoadGameUI_SelectedSlot].pLocationName)].pName, 3); 305 save_load_window.DrawTitleText(pFontSmallnum, 0, 0, 0, pMapStats->pInfos[pMapStats->GetMapInfo(pSavegameHeader[uLoadGameUI_SelectedSlot].pLocationName)].pName, 3);
306 //Draw date 306 //Draw date
307 full_hours = ((signed __int64)(pSavegameHeader[uLoadGameUI_SelectedSlot].uWordTime * 0.234375) / 60) / 60i64; 307 full_hours = ((signed __int64)(pSavegameHeader[uLoadGameUI_SelectedSlot].uWordTime * 0.234375) / 60) / 60i64;
308 full_days = (unsigned int)full_hours / 24; 308 full_days = (unsigned int)full_hours / 24;