Mercurial > mm7
diff GUI/UI/UICharacter.cpp @ 2524:c7264ab7132f
Main menu rendered using d3d11
author | a.parshin |
---|---|
date | Fri, 10 Oct 2014 17:42:05 +0300 |
parents | a77c34acdbc9 |
children | a902abdfc7f2 |
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--- a/GUI/UI/UICharacter.cpp Thu Oct 09 23:33:36 2014 +0300 +++ b/GUI/UI/UICharacter.cpp Fri Oct 10 17:42:05 2014 +0300 @@ -769,11 +769,11 @@ break; } - pRenderer->ResetTextureClipRect(); + pRenderer->ResetUIClipRect(); pRenderer->DrawTextureIndexed(467, 0, pIcons_LOD->GetTexture(uTextureID_BACKDOLL));//Подложка if ( IsPlayerWearingWatersuit[uPlayerID] )//акваланг { - pRenderer->DrawTextureTransparent(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1])); + pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1])); if ( !bRingsShownInCharScreen ) pRenderer->DrawMaskToZBuffer(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]), player->pEquipment.uArmor); //Рука не занята или ... @@ -781,7 +781,7 @@ || ( player->GetMainHandItem()->GetItemEquipType() != EQUIP_TWO_HANDED) && (player->GetMainHandItem()->GetItemEquipType() != PLAYER_SKILL_SPEAR || player->GetItem(&PlayerEquipment::uShield)) ) - pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1], + pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1])); //-----------------------------------------------------(Hand/Рука)--------------------------------------------------------------- if ( player->GetItem(&PlayerEquipment::uMainHand) ) @@ -817,7 +817,7 @@ else if ( item->uAttributes & ITEM_BROKEN ) pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE))); else if ( item->uAttributes & ITEM_IDENTIFIED ) - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE))); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE))); else pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE))); @@ -859,7 +859,7 @@ else if ( !(item->uAttributes & ITEM_IDENTIFIED) )//не опознанный лук зелёный pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE))); else // опознанный лук - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE))); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE))); if ( !bRingsShownInCharScreen ) pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE)), @@ -918,7 +918,7 @@ else if ( item->uAttributes & ITEM_BROKEN ) pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_texture[pBodyComplection][index])); else - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_texture[pBodyComplection][index])); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_texture[pBodyComplection][index])); if ( !bRingsShownInCharScreen ) pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_texture[pBodyComplection][index]), @@ -926,7 +926,7 @@ } } //-------------------------------(Paperdoll/Кукла)------------------------------------------- - pRenderer->DrawTextureTransparent(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1])); + pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1])); //-------------------------------(Armor/Броня)----------------------------------------------- if ( player->GetItem(&PlayerEquipment::uArmor) ) { @@ -979,7 +979,7 @@ else if ( !(item->uAttributes & ITEM_IDENTIFIED) ) pRenderer->DrawTransparentGreenShade(item_X, item_Y, &pIcons_LOD->pTextures[paperdoll_armor_texture[pBodyComplection][index][0]]); else - pRenderer->DrawTextureTransparent(item_X, item_Y, &pIcons_LOD->pTextures[paperdoll_armor_texture[pBodyComplection][index][0]]); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, &pIcons_LOD->pTextures[paperdoll_armor_texture[pBodyComplection][index][0]]); if ( !bRingsShownInCharScreen ) pRenderer->DrawMaskToZBuffer(item_X, item_Y, &pIcons_LOD->pTextures[paperdoll_armor_texture[pBodyComplection][index][0]], @@ -1033,7 +1033,7 @@ else if ( item->uAttributes & ITEM_BROKEN ) pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v59)); else if ( item->uAttributes & ITEM_IDENTIFIED ) - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v59)); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(v59)); else pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v59)); @@ -1046,7 +1046,7 @@ || ( player->GetMainHandItem()->GetItemEquipType() != EQUIP_TWO_HANDED) && (player->GetMainHandItem()->GetPlayerSkillType() != PLAYER_SKILL_SPEAR || player->GetItem(&PlayerEquipment::uShield)) ) - pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], + pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1])); //--------------------------------------------(Belt/Пояс)------------------------------------------------------- if ( player->GetItem(&PlayerEquipment::uBelt)) @@ -1096,7 +1096,7 @@ else if ( item->uAttributes & ITEM_BROKEN ) pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v75)); else if ( item->uAttributes & ITEM_IDENTIFIED ) - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v75)); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(v75)); else pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v75)); @@ -1172,7 +1172,7 @@ else if ( item->uAttributes & ITEM_BROKEN ) pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v94)); else if ( item->uAttributes & ITEM_IDENTIFIED ) - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v94)); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(v94)); else pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v94)); @@ -1209,7 +1209,7 @@ else if ( item->uAttributes & ITEM_BROKEN ) pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1])); else if ( item->uAttributes & ITEM_IDENTIFIED ) - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1])); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1])); else pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1])); @@ -1272,7 +1272,7 @@ else if ( item->uAttributes & ITEM_BROKEN ) pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_collar_texture[pBodyComplection][index])); else - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_collar_texture[pBodyComplection][index])); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_collar_texture[pBodyComplection][index])); if ( !bRingsShownInCharScreen ) pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_collar_texture[pBodyComplection][index]), @@ -1284,7 +1284,7 @@ if ( player->uCurrentFace == 12 || player->uCurrentFace == 13 ) { if ( papredoll_dbrds[player->uCurrentFace] != pIcons_LOD->FindTextureByName("Pending") ) - pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_Beards[2 * player->uCurrentFace - 24], + pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_Beards[2 * player->uCurrentFace - 24], pPaperdoll_BodyY + pPaperdoll_Beards[2 * player->uCurrentFace - 23], pIcons_LOD->GetTexture(papredoll_dbrds[player->uCurrentFace])); } @@ -1344,7 +1344,7 @@ else if ( item->uAttributes & ITEM_BROKEN ) pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v127)); else if ( item->uAttributes & ITEM_IDENTIFIED ) - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v127)); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(v127)); else pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v127)); @@ -1386,7 +1386,7 @@ else if ( item->uAttributes & ITEM_BROKEN ) pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE))); else if ( item->uAttributes & ITEM_IDENTIFIED ) - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE))); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE))); else pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE))); @@ -1455,24 +1455,24 @@ else if ( !(item->uAttributes & ITEM_IDENTIFIED) ) pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v153)); else - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v153)); + pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(v153)); if ( two_handed_left_fist )//two-handed - left fist/двуручие - левая кисть - pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdollLeftEmptyHand[pBodyComplection][0], + pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdollLeftEmptyHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdollLeftEmptyHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlhs[uPlayerID - 1])); if ( !bRingsShownInCharScreen ) pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(v153), player->pEquipment.uShield); } } //--------------------------------------------------------(RightHand/Правая кисть)-------------------------------------------------- - pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_RightHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_RightHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_drhs[uPlayerID - 1])); + pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_RightHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_RightHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_drhs[uPlayerID - 1])); //---------------------------------------------(two-handed - hand/Двуручие - рука)-------------------------------------------------- if ( player->GetItem(&PlayerEquipment::uMainHand) ) { if ( player->GetMainHandItem()->GetItemEquipType() == EQUIP_TWO_HANDED || player->GetMainHandItem()->GetPlayerSkillType() == PLAYER_SKILL_SPEAR && !player->GetItem(&PlayerEquipment::uShield) ) - pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], + pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlaus[uPlayerID - 1])); } //--------------------------------------------------------(two-handed - fist/двуручие - кисть)---------------------------------------------------- @@ -1482,13 +1482,13 @@ if ( item->GetItemEquipType() == EQUIP_TWO_HANDED || item->GetPlayerSkillType() == PLAYER_SKILL_SPEAR && !player->GetItem(&PlayerEquipment::uShield) ) - pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], + pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlhus[uPlayerID - 1])); } if ( !bRingsShownInCharScreen )//рисование лупы - pRenderer->DrawTextureTransparent(603, 299, pIcons_LOD->GetTexture(uTextureID_MAGNIF_B)); - pRenderer->DrawTextureTransparent(468, 0, pIcons_LOD->GetTexture(uTextureID_right_panel_loop));//обрамление + pRenderer->DrawTextureIndexedAlpha(603, 299, pIcons_LOD->GetTexture(uTextureID_MAGNIF_B)); + pRenderer->DrawTextureIndexedAlpha(468, 0, pIcons_LOD->GetTexture(uTextureID_right_panel_loop));//обрамление } //----- (0041A2D1) -------------------------------------------------------- @@ -1551,7 +1551,7 @@ if (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].IsBroken()) pRenderer->DrawTransparentRedShade(uCellX, uCellY, pTexture); else - pRenderer->DrawTextureTransparent(uCellX, uCellY, pTexture); + pRenderer->DrawTextureIndexedAlpha(uCellX, uCellY, pTexture); } else pRenderer->DrawTransparentGreenShade(uCellX, uCellY, pTexture); @@ -1592,7 +1592,7 @@ else if (!item->IsIdentified()) pRenderer->DrawTransparentGreenShade(x, y, item_texture); else - pRenderer->DrawTextureTransparent(x, y, item_texture); + pRenderer->DrawTextureIndexedAlpha(x, y, item_texture); pRenderer->ZBuffer_Fill_2(x, y, item_texture, id); } @@ -1602,8 +1602,8 @@ void CharacterUI_DrawPaperdollWithRingOverlay(Player *player) { CharacterUI_DrawPaperdoll(player); - pRenderer->DrawTextureTransparent(0x1D9u, 0, pIcons_LOD->GetTexture(uTextureID_BACKHAND)); - pRenderer->DrawTextureTransparent(0x1D4u, 0, pIcons_LOD->GetTexture(uTextureID_right_panel_loop)); + pRenderer->DrawTextureIndexedAlpha(0x1D9u, 0, pIcons_LOD->GetTexture(uTextureID_BACKHAND)); + pRenderer->DrawTextureIndexedAlpha(0x1D4u, 0, pIcons_LOD->GetTexture(uTextureID_right_panel_loop)); pRenderer->DrawTextureIndexed(pCharacterScreen_DetalizBtn->uX, pCharacterScreen_DetalizBtn->uY, pIcons_LOD->GetTexture(uTextureID_detaliz_close_button)); for (uint i = 0; i < 6; ++i)