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C++ Bitmap::GetCompatibleColor方法代码示例

本文整理汇总了C++中Bitmap::GetCompatibleColor方法的典型用法代码示例。如果您正苦于以下问题:C++ Bitmap::GetCompatibleColor方法的具体用法?C++ Bitmap::GetCompatibleColor怎么用?C++ Bitmap::GetCompatibleColor使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Bitmap的用法示例。


在下文中一共展示了Bitmap::GetCompatibleColor方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: draw_text_window

void draw_text_window(Bitmap **text_window_ds, bool should_free_ds,
                      int*xins,int*yins,int*xx,int*yy,int*wii, color_t *set_text_color, int ovrheight, int ifnum) {

    Bitmap *ds = *text_window_ds;
    if (ifnum < 0)
        ifnum = game.options[OPT_TWCUSTOM];

    if (ifnum <= 0) {
        if (ovrheight)
            quit("!Cannot use QFG4 style options without custom text window");
        draw_button_background(ds, 0,0,ds->GetWidth() - 1,ds->GetHeight() - 1,NULL);
        if (set_text_color)
            *set_text_color = ds->GetCompatibleColor(16);
        xins[0]=3;
        yins[0]=3;
    }
    else {
        if (ifnum >= game.numgui)
            quitprintf("!Invalid GUI %d specified as text window (total GUIs: %d)", ifnum, game.numgui);
        if (!guis[ifnum].IsTextWindow())
            quit("!GUI set as text window but is not actually a text window GUI");

        int tbnum = get_but_pic(&guis[ifnum], 0);

        wii[0] += get_textwindow_border_width (ifnum);
        xx[0]-=spritewidth[tbnum];
        yy[0]-=spriteheight[tbnum];
        if (ovrheight == 0)
            ovrheight = disp.fulltxtheight;

        if (should_free_ds)
            delete *text_window_ds;
        int padding = get_textwindow_padding(ifnum);
        *text_window_ds = BitmapHelper::CreateTransparentBitmap(wii[0],ovrheight+(padding*2)+spriteheight[tbnum]*2,System_GetColorDepth());
        ds = SetVirtualScreen(*text_window_ds);
        int xoffs=spritewidth[tbnum],yoffs=spriteheight[tbnum];
        draw_button_background(ds, xoffs,yoffs,(ds->GetWidth() - xoffs) - 1,(ds->GetHeight() - yoffs) - 1,&guis[ifnum]);
        if (set_text_color)
            *set_text_color = ds->GetCompatibleColor(guis[ifnum].FgColor);
        xins[0]=xoffs+padding;
        yins[0]=yoffs+padding;
    }

}
开发者ID:AlanDrake,项目名称:ags,代码行数:44,代码来源:display.cpp

示例2: DrawingSurface_DrawString

void DrawingSurface_DrawString(ScriptDrawingSurface *sds, int xx, int yy, int font, const char* text)
{
    sds->MultiplyCoordinates(&xx, &yy);
    Bitmap *ds = sds->StartDrawing();
    // don't use wtextcolor because it will do a 16->32 conversion
    color_t text_color = sds->currentColour;
    if ((ds->GetColorDepth() <= 8) && (play.raw_color > 255)) {
        text_color = ds->GetCompatibleColor(1);
        debug_script_warn ("RawPrint: Attempted to use hi-color on 256-col background");
    }
    wouttext_outline(ds, xx, yy, font, text_color, text);
    sds->FinishedDrawing();
}
开发者ID:AlanDrake,项目名称:ags,代码行数:13,代码来源:drawingsurface.cpp

示例3: draw_text_window_and_bar

void draw_text_window_and_bar(Bitmap **text_window_ds, bool should_free_ds,
                              int*xins,int*yins,int*xx,int*yy,int*wii,color_t *set_text_color,int ovrheight, int ifnum) {

    draw_text_window(text_window_ds, should_free_ds, xins, yins, xx, yy, wii, set_text_color, ovrheight, ifnum);

    if ((topBar.wantIt) && (text_window_ds && *text_window_ds)) {
        // top bar on the dialog window with character's name
        // create an enlarged window, then free the old one
        Bitmap *ds = *text_window_ds;
        Bitmap *newScreenop = BitmapHelper::CreateBitmap(ds->GetWidth(), ds->GetHeight() + topBar.height, game.GetColorDepth());
        newScreenop->Blit(ds, 0, 0, 0, topBar.height, ds->GetWidth(), ds->GetHeight());
        delete *text_window_ds;
        *text_window_ds = newScreenop;
        ds = *text_window_ds;

        // draw the top bar
        color_t draw_color = ds->GetCompatibleColor(play.top_bar_backcolor);
        ds->FillRect(Rect(0, 0, ds->GetWidth() - 1, topBar.height - 1), draw_color);
        if (play.top_bar_backcolor != play.top_bar_bordercolor) {
            // draw the border
            draw_color = ds->GetCompatibleColor(play.top_bar_bordercolor);
            for (int j = 0; j < play.top_bar_borderwidth; j++)
                ds->DrawRect(Rect(j, j, ds->GetWidth() - (j + 1), topBar.height - (j + 1)), draw_color);
        }

        // draw the text
        int textx = (ds->GetWidth() / 2) - wgettextwidth_compensate(topBar.text, topBar.font) / 2;
        color_t text_color = ds->GetCompatibleColor(play.top_bar_textcolor);
        wouttext_outline(ds, textx, play.top_bar_borderwidth + 1, topBar.font, text_color, topBar.text);

        // don't draw it next time
        topBar.wantIt = 0;
        // adjust the text Y position
        yins[0] += topBar.height;
    }
    else if (topBar.wantIt)
        topBar.wantIt = 0;
}
开发者ID:adventuregamestudio,项目名称:ags,代码行数:38,代码来源:display.cpp

示例4: DrawingSurface_Clear

void DrawingSurface_Clear(ScriptDrawingSurface *sds, int colour)
{
    Bitmap *ds = sds->StartDrawing();
    int allegroColor;
    if ((colour == -SCR_NO_VALUE) || (colour == SCR_COLOR_TRANSPARENT))
    {
        allegroColor = ds->GetMaskColor();
    }
    else
    {
        allegroColor = ds->GetCompatibleColor(colour);
    }
    ds->Fill(allegroColor);
    sds->FinishedDrawing();
}
开发者ID:AlanDrake,项目名称:ags,代码行数:15,代码来源:drawingsurface.cpp

示例5: DrawingSurface_SetDrawingColor

void DrawingSurface_SetDrawingColor(ScriptDrawingSurface *sds, int newColour) 
{
    sds->currentColourScript = newColour;
    // StartDrawing to set up ds to set the colour at the appropriate
    // depth for the background
    Bitmap *ds = sds->StartDrawing();
    if (newColour == SCR_COLOR_TRANSPARENT)
    {
        sds->currentColour = ds->GetMaskColor();
    }
    else
    {
        sds->currentColour = ds->GetCompatibleColor(newColour);
    }
    sds->FinishedDrawingReadOnly();
}
开发者ID:AlanDrake,项目名称:ags,代码行数:16,代码来源:drawingsurface.cpp

示例6: Draw

void InventoryScreen::Draw(Bitmap *ds)
{
    color_t draw_color = ds->GetCompatibleColor(play.sierra_inv_color);
    ds->FillRect(Rect(0,0,windowwid,windowhit), draw_color);
    draw_color = ds->GetCompatibleColor(0);
    ds->FillRect(Rect(barxp,bartop, windowwid - 2,buttonyp-1), draw_color);
    for (int i = top_item; i < numitems; ++i) {
        if (i >= top_item + num_visible_items)
            break;
        Bitmap *spof=spriteset[dii[i].sprnum];
        wputblock(ds, barxp+1+((i-top_item)%4)*widest+widest/2-spof->GetWidth()/2,
            bartop+1+((i-top_item)/4)*highest+highest/2-spof->GetHeight()/2,spof,1);
    }
#define BUTTONWID Math::Max(1, game.SpriteInfos[btn_select_sprite].Width)
    // Draw select, look and OK buttons
    wputblock(ds, 2, buttonyp + 2, spriteset[btn_look_sprite], 1);
    wputblock(ds, 3+BUTTONWID, buttonyp + 2, spriteset[btn_select_sprite], 1);
    wputblock(ds, 4+BUTTONWID*2, buttonyp + 2, spriteset[btn_ok_sprite], 1);

    // Draw Up and Down buttons if required
    Bitmap *arrowblock = BitmapHelper::CreateTransparentBitmap (ARROWBUTTONWID, ARROWBUTTONWID);
    draw_color = arrowblock->GetCompatibleColor(0);
    if (play.sierra_inv_color == 0)
        draw_color = ds->GetCompatibleColor(14);

    arrowblock->DrawLine(Line(ARROWBUTTONWID/2, 2, ARROWBUTTONWID-2, 9), draw_color);
    arrowblock->DrawLine(Line(ARROWBUTTONWID/2, 2, 2, 9), draw_color);
    arrowblock->DrawLine(Line(2, 9, ARROWBUTTONWID-2, 9), draw_color);
	arrowblock->FloodFill(ARROWBUTTONWID/2, 4, draw_color);

    if (top_item > 0)
        wputblock(ds, windowwid-ARROWBUTTONWID, buttonyp + 2, arrowblock, 1);
    if (top_item + num_visible_items < numitems)
        arrowblock->FlipBlt(arrowblock, windowwid-ARROWBUTTONWID, buttonyp + 4 + ARROWBUTTONWID, Common::kBitmap_VFlip);
    delete arrowblock;
}
开发者ID:CisBetter,项目名称:ags,代码行数:36,代码来源:invwindow.cpp

示例7: show_dialog_options

int show_dialog_options(int dlgnum, int sayChosenOption, bool runGameLoopsInBackground) 
{
  int dlgxp,dlgyp = get_fixed_pixel_size(160);
  int usingfont=FONT_NORMAL;
  int txthit = wgetfontheight(usingfont);
  int curswas=cur_cursor;
  int bullet_wid = 0, needheight;
  IDriverDependantBitmap *ddb = NULL;
  Bitmap *subBitmap = NULL;
  GUITextBox *parserInput = NULL;
  DialogTopic*dtop = NULL;

  if ((dlgnum < 0) || (dlgnum >= game.numdialog))
    quit("!RunDialog: invalid dialog number specified");

  can_run_delayed_command();

  play.in_conversation ++;

  update_polled_stuff_if_runtime();

  if (game.dialog_bullet > 0)
    bullet_wid = spritewidth[game.dialog_bullet]+3;

  // numbered options, leave space for the numbers
  if (game.options[OPT_DIALOGNUMBERED])
    bullet_wid += wgettextwidth_compensate("9. ", usingfont);

  said_text = 0;

  update_polled_stuff_if_runtime();

  Bitmap *tempScrn = BitmapHelper::CreateBitmap(BitmapHelper::GetScreenBitmap()->GetWidth(), BitmapHelper::GetScreenBitmap()->GetHeight(), final_col_dep);

  set_mouse_cursor(CURS_ARROW);

  dtop=&dialog[dlgnum];

  int ww,chose=-1,numdisp=0;

  //get_real_screen();
  Bitmap *ds = SetVirtualScreen(virtual_screen);

  char disporder[MAXTOPICOPTIONS];
  short dispyp[MAXTOPICOPTIONS];
  int parserActivated = 0;
  if ((dtop->topicFlags & DTFLG_SHOWPARSER) && (play.disable_dialog_parser == 0)) {
    parserInput = new GUITextBox();
    parserInput->hit = txthit + get_fixed_pixel_size(4);
    parserInput->exflags = 0;
    parserInput->font = usingfont;
  }

  numdisp=0;
  for (ww=0;ww<dtop->numoptions;ww++) {
    if ((dtop->optionflags[ww] & DFLG_ON)==0) continue;
    ensure_text_valid_for_font(dtop->optionnames[ww], usingfont);
    disporder[numdisp]=ww;
    numdisp++;
  }
  if (numdisp<1) quit("!DoDialog: all options have been turned off");
  // Don't display the options if there is only one and the parser
  // is not enabled.
  color_t draw_color;
  if ((numdisp > 1) || (parserInput != NULL) || (play.show_single_dialog_option)) {
    draw_color = ds->GetCompatibleColor(0); //ds->FillRect(Rect(0,dlgyp-1,scrnwid-1,dlgyp+numdisp*txthit+1);
    int areawid, is_textwindow = 0;
    int forecol = 14, savedwid;

    int mouseison=-1,curyp;
    int mousewason=-10;
    int dirtyx = 0, dirtyy = 0;
    int dirtywidth = virtual_screen->GetWidth(), dirtyheight = virtual_screen->GetHeight();
    bool usingCustomRendering = false;
    bool options_surface_has_alpha = false;

    dlgxp = 1;
    if (get_custom_dialog_options_dimensions(dlgnum))
    {
      usingCustomRendering = true;
      dirtyx = multiply_up_coordinate(ccDialogOptionsRendering.x);
      dirtyy = multiply_up_coordinate(ccDialogOptionsRendering.y);
      dirtywidth = multiply_up_coordinate(ccDialogOptionsRendering.width);
      dirtyheight = multiply_up_coordinate(ccDialogOptionsRendering.height);
    }
    else if (game.options[OPT_DIALOGIFACE] > 0)
    {
      GUIMain*guib=&guis[game.options[OPT_DIALOGIFACE]];
      if (guib->is_textwindow()) {
        // text-window, so do the QFG4-style speech options
        is_textwindow = 1;
        forecol = guib->fgcol;
      }
      else {
        dlgxp = guib->x;
        dlgyp = guib->y;

        dirtyx = dlgxp;
        dirtyy = dlgyp;
        dirtywidth = guib->wid;
//.........这里部分代码省略.........
开发者ID:OutOfOrder,项目名称:ags-geminirue,代码行数:101,代码来源:dialog.cpp

示例8: _display_main

// Pass yy = -1 to find Y co-ord automatically
// allowShrink = 0 for none, 1 for leftwards, 2 for rightwards
// pass blocking=2 to create permanent overlay
int _display_main(int xx,int yy,int wii,const char*text,int blocking,int usingfont,int asspch, int isThought, int allowShrink, bool overlayPositionFixed) 
{
    const bool use_speech_textwindow = (asspch < 0) && (game.options[OPT_SPEECHTYPE] >= 2);
    const bool use_thought_gui = (isThought) && (game.options[OPT_THOUGHTGUI] > 0);

    bool alphaChannel = false;
    char todis[STD_BUFFER_SIZE];
    snprintf(todis, STD_BUFFER_SIZE - 1, "%s", text);
    int usingGui = -1;
    if (use_speech_textwindow)
	    usingGui = play.speech_textwindow_gui;
    else if (use_thought_gui)
	    usingGui = game.options[OPT_THOUGHTGUI];

    int padding = get_textwindow_padding(usingGui);
    int paddingScaled = get_fixed_pixel_size(padding);
    int paddingDoubledScaled = get_fixed_pixel_size(padding * 2); // Just in case screen size does is not neatly divisible by 320x200

    ensure_text_valid_for_font(todis, usingfont);
    break_up_text_into_lines(wii-2*padding,usingfont,todis);
    disp.lineheight = getfontheight_outlined(usingfont);
    disp.linespacing= getfontspacing_outlined(usingfont);
    disp.fulltxtheight = getheightoflines(usingfont, numlines);

    // AGS 2.x: If the screen is faded out, fade in again when displaying a message box.
    if (!asspch && (loaded_game_file_version <= kGameVersion_272))
        play.screen_is_faded_out = 0;

    // if it's a normal message box and the game was being skipped,
    // ensure that the screen is up to date before the message box
    // is drawn on top of it
    if ((play.skip_until_char_stops >= 0) && (blocking == 1))
        render_graphics();

    EndSkippingUntilCharStops();

    if (topBar.wantIt) {
        // ensure that the window is wide enough to display
        // any top bar text
        int topBarWid = wgettextwidth_compensate(topBar.text, topBar.font);
        topBarWid += multiply_up_coordinate(play.top_bar_borderwidth + 2) * 2;
        if (longestline < topBarWid)
            longestline = topBarWid;
        // the top bar should behave like DisplaySpeech wrt blocking
        blocking = 0;
    }

    if (asspch > 0) {
        // update the all_buttons_disabled variable in advance
        // of the adjust_x/y_for_guis calls
        play.disabled_user_interface++;
        update_gui_disabled_status();
        play.disabled_user_interface--;
    }

    if (xx == OVR_AUTOPLACE) ;
    // centre text in middle of screen
    else if (yy<0) yy=play.viewport.GetHeight()/2-disp.fulltxtheight/2-padding;
    // speech, so it wants to be above the character's head
    else if (asspch > 0) {
        yy-=disp.fulltxtheight;
        if (yy < 5) yy=5;
        yy = adjust_y_for_guis (yy);
    }

    if (longestline < wii - paddingDoubledScaled) {
        // shrink the width of the dialog box to fit the text
        int oldWid = wii;
        //if ((asspch >= 0) || (allowShrink > 0))
        // If it's not speech, or a shrink is allowed, then shrink it
        if ((asspch == 0) || (allowShrink > 0))
            wii = longestline + paddingDoubledScaled;

        // shift the dialog box right to align it, if necessary
        if ((allowShrink == 2) && (xx >= 0))
            xx += (oldWid - wii);
    }

    if (xx<-1) { 
        xx=(-xx)-wii/2;
        if (xx < 0)
            xx = 0;

        xx = adjust_x_for_guis (xx, yy);

        if (xx + wii >= play.viewport.GetWidth())
            xx = (play.viewport.GetWidth() - wii) - 5;
    }
    else if (xx<0) xx=play.viewport.GetWidth()/2-wii/2;

    int ee, extraHeight = paddingDoubledScaled;
    Bitmap *ds = GetVirtualScreen();
    color_t text_color = ds->GetCompatibleColor(15);
    if (blocking < 2)
        remove_screen_overlay(OVER_TEXTMSG);

    Bitmap *text_window_ds = BitmapHelper::CreateTransparentBitmap((wii > 0) ? wii : 2, disp.fulltxtheight + extraHeight, System_GetColorDepth());
//.........这里部分代码省略.........
开发者ID:AlanDrake,项目名称:ags,代码行数:101,代码来源:display.cpp

示例9: __actual_invscreen

int __actual_invscreen() {

    int BUTTONAREAHEIGHT = get_fixed_pixel_size(30);
    int cmode=CURS_ARROW, toret = -1;
    int top_item = 0, num_visible_items = 0;
    int MAX_ITEMAREA_HEIGHT = ((scrnhit - BUTTONAREAHEIGHT) - get_fixed_pixel_size(20));
    in_inv_screen++;
    inv_screen_newroom = -1;
    Bitmap *ds = NULL;

start_actinv:
    ds = SetVirtualScreen(virtual_screen);

    DisplayInvItem dii[MAX_INV];
    int numitems=0,ww,widest=0,highest=0;
    if (charextra[game.playercharacter].invorder_count < 0)
        update_invorder();
    if (charextra[game.playercharacter].invorder_count == 0) {
        DisplayMessage(996);
        in_inv_screen--;
        return -1;
    }

    if (inv_screen_newroom >= 0) {
        in_inv_screen--;
        NewRoom(inv_screen_newroom);
        return -1;
    }

    for (ww = 0; ww < charextra[game.playercharacter].invorder_count; ww++) {
        if (game.invinfo[charextra[game.playercharacter].invorder[ww]].name[0]!=0) {
            dii[numitems].num = charextra[game.playercharacter].invorder[ww];
            dii[numitems].sprnum = game.invinfo[charextra[game.playercharacter].invorder[ww]].pic;
            int snn=dii[numitems].sprnum;
            if (spritewidth[snn] > widest) widest=spritewidth[snn];
            if (spriteheight[snn] > highest) highest=spriteheight[snn];
            numitems++;
        }
    }
    if (numitems != charextra[game.playercharacter].invorder_count)
        quit("inconsistent inventory calculations");

    widest += get_fixed_pixel_size(4);
    highest += get_fixed_pixel_size(4);
    num_visible_items = (MAX_ITEMAREA_HEIGHT / highest) * ICONSPERLINE;

    int windowhit = highest * (numitems/ICONSPERLINE) + get_fixed_pixel_size(4);
    if ((numitems%ICONSPERLINE) !=0) windowhit+=highest;
    if (windowhit > MAX_ITEMAREA_HEIGHT) {
        windowhit = (MAX_ITEMAREA_HEIGHT / highest) * highest + get_fixed_pixel_size(4);
    }
    windowhit += BUTTONAREAHEIGHT;

    int windowwid = widest*ICONSPERLINE + get_fixed_pixel_size(4);
    if (windowwid < get_fixed_pixel_size(105)) windowwid = get_fixed_pixel_size(105);
    int windowxp=scrnwid/2-windowwid/2;
    int windowyp=scrnhit/2-windowhit/2;
    int buttonyp=windowyp+windowhit-BUTTONAREAHEIGHT;
    color_t draw_color = ds->GetCompatibleColor(play.sierra_inv_color);
    ds->FillRect(Rect(windowxp,windowyp,windowxp+windowwid,windowyp+windowhit), draw_color);
    draw_color = ds->GetCompatibleColor(0); 
    int bartop = windowyp + get_fixed_pixel_size(2);
    int barxp = windowxp + get_fixed_pixel_size(2);
    ds->FillRect(Rect(barxp,bartop, windowxp + windowwid - get_fixed_pixel_size(2),buttonyp-1), draw_color);
    for (ww = top_item; ww < numitems; ww++) {
        if (ww >= top_item + num_visible_items)
            break;
        Bitmap *spof=spriteset[dii[ww].sprnum];
        wputblock(ds, barxp+1+((ww-top_item)%4)*widest+widest/2-spof->GetWidth()/2,
            bartop+1+((ww-top_item)/4)*highest+highest/2-spof->GetHeight()/2,spof,1);
    }
    if ((spriteset[2041] == NULL) || (spriteset[2042] == NULL) || (spriteset[2043] == NULL))
        quit("!InventoryScreen: one or more of the inventory screen graphics have been deleted");
#define BUTTONWID spritewidth[2042]
    // Draw select, look and OK buttons
    wputblock(ds, windowxp+2, buttonyp + get_fixed_pixel_size(2), spriteset[2041], 1);
    wputblock(ds, windowxp+3+BUTTONWID, buttonyp + get_fixed_pixel_size(2), spriteset[2042], 1);
    wputblock(ds, windowxp+4+BUTTONWID*2, buttonyp + get_fixed_pixel_size(2), spriteset[2043], 1);

    // Draw Up and Down buttons if required
    const int ARROWBUTTONWID = 11;
    Bitmap *arrowblock = BitmapHelper::CreateTransparentBitmap (ARROWBUTTONWID, ARROWBUTTONWID);
    draw_color = arrowblock->GetCompatibleColor(0);
    if (play.sierra_inv_color == 0)
        draw_color = ds->GetCompatibleColor(14);

    arrowblock->DrawLine(Line(ARROWBUTTONWID/2, 2, ARROWBUTTONWID-2, 9), draw_color);
    arrowblock->DrawLine(Line(ARROWBUTTONWID/2, 2, 2, 9), draw_color);
    arrowblock->DrawLine(Line(2, 9, ARROWBUTTONWID-2, 9), draw_color);
	arrowblock->FloodFill(ARROWBUTTONWID/2, 4, draw_color);

    if (top_item > 0)
        wputblock(ds, windowxp+windowwid-ARROWBUTTONWID, buttonyp + get_fixed_pixel_size(2), arrowblock, 1);
    if (top_item + num_visible_items < numitems)
        arrowblock->FlipBlt(arrowblock, windowxp+windowwid-ARROWBUTTONWID, buttonyp + get_fixed_pixel_size(4) + ARROWBUTTONWID, Common::kBitmap_VFlip);
    delete arrowblock;

    domouse(1);
    set_mouse_cursor(cmode);
    int wasonitem=-1;
//.........这里部分代码省略.........
开发者ID:movieman572,项目名称:ags,代码行数:101,代码来源:invwindow.cpp


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