/[projectaxis]/projectaxis/projectAxis/src/visual/renderman.cpp
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Diff of /projectaxis/projectAxis/src/visual/renderman.cpp

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revision 1.8 by vovansim, Sun Sep 21 02:58:24 2003 UTC revision 1.9 by leiavoia, Sun Sep 28 06:06:56 2003 UTC
# Line 16  renderman.cpp Line 16  renderman.cpp
16  #include "uiscreen_start.h"  #include "uiscreen_start.h"
17  #include "uiscreen_main.h"  #include "uiscreen_main.h"
18  #include "uiscreen_bmmore.h"  #include "uiscreen_bmmore.h"
19    #include "uiscreen_networksetup.h"
20    
21  // paragui includes  // paragui includes
22  #include "paragui.h"  #include "paragui.h"
# Line 62  RenderMan::RenderMan(int x, int y, bool Line 63  RenderMan::RenderMan(int x, int y, bool
63          // every application needs a theme (the look & feel of the widgets)          // every application needs a theme (the look & feel of the widgets)
64          app->LoadTheme("theme");          app->LoadTheme("theme");
65    
66            //If we wanted to detect color depth automatically, have to do so here:
67            if(color_depth == 0) { color_depth = app->GetScreen()->format->BitsPerPixel; }
68    
69          // we must initialize the screen where we want to draw on          // we must initialize the screen where we want to draw on
70          // 0 - use screen bitdepth          // 0 - use screen bitdepth
71          // SDL_SWSURFACE - PG_ option to generate surface in system memory          // SDL_SWSURFACE - PG_ option to generate surface in system memory
72          if (fullscreen == 0) {          if (fullscreen == 0) {
73                  app->InitScreen(XRES, YRES, color_depth, SDL_SWSURFACE);                  app->InitScreen(XRES, YRES, color_depth, SDL_HWSURFACE);
74                  }                  }
75          else {          else {
76                  app->InitScreen(XRES, YRES, color_depth, SDL_SWSURFACE | SDL_FULLSCREEN);                  app->InitScreen(XRES, YRES, color_depth, SDL_HWSURFACE | SDL_FULLSCREEN);
77                  }                  }
78    
         //If we wanted to detect color depth automatically, have to do so here:  
         if(color_depth == 0) {  
                 color_depth = app->GetScreen()->format->BitsPerPixel;  
         }  
   
79          // the master widget - every other widget is a child of this          // the master widget - every other widget is a child of this
80          master_widget = new PG_Widget(NULL, PG_Rect(0,0,XRES,YRES));          master_widget = new PG_Widget(NULL, PG_Rect(0,0,XRES,YRES));
81          master_widget->Show();          master_widget->Show();
# Line 88  RenderMan::RenderMan(int x, int y, bool Line 87  RenderMan::RenderMan(int x, int y, bool
87                  // set the default first screen                  // set the default first screen
88    
89                  //SetActiveScreen(UISCREEN_MAIN);                  //SetActiveScreen(UISCREEN_MAIN);
90      
91                  //}                  //}
92    
93          // get going          // get going
# Line 119  void RenderMan::SetActiveScreen( screen_ Line 118  void RenderMan::SetActiveScreen( screen_
118                          uiscreen_start = new UIScreen_Start(master_widget, PG_Rect(0,0,XRES,YRES));                          uiscreen_start = new UIScreen_Start(master_widget, PG_Rect(0,0,XRES,YRES));
119                          uiscreen_start->Show();                          uiscreen_start->Show();
120                          break;                          break;
                 case UISCREEN_NEWGAME:  
   
                         break;  
                 case UISCREEN_BLOTCHMAKER_LESS:  
   
                         break;  
121                  case UISCREEN_BLOTCHMAKER_MORE:                  case UISCREEN_BLOTCHMAKER_MORE:
122                          uiscreen_bmmore = new UIScreen_BMMore(master_widget, PG_Rect(0,0,XRES,YRES));                          uiscreen_bmmore = new UIScreen_BMMore(master_widget, PG_Rect(0,0,XRES,YRES));
123                          uiscreen_bmmore->Show();                          uiscreen_bmmore->Show();
# Line 133  void RenderMan::SetActiveScreen( screen_ Line 126  void RenderMan::SetActiveScreen( screen_
126                          uiscreen_main = new UIScreen_Main(master_widget, PG_Rect(0,0,XRES,YRES));                          uiscreen_main = new UIScreen_Main(master_widget, PG_Rect(0,0,XRES,YRES));
127                          uiscreen_main->Show();                          uiscreen_main->Show();
128                          break;                          break;
129                    case UISCREEN_NETWORK:
130                            uiscreen_network = new UIScreen_Network(master_widget, PG_Rect(0,0,XRES,YRES));
131                            uiscreen_network->Show();
132                            break;
133                    case UISCREEN_NEWGAME:
134    
135                            break;
136                    case UISCREEN_BLOTCHMAKER_LESS:
137    
138                            break;
139                  case UISCREEN_POD_ASSEMBLY:                  case UISCREEN_POD_ASSEMBLY:
140    
141                          break;                          break;
# Line 360  bool RenderMan::StartCombat(Pod* att, Po Line 363  bool RenderMan::StartCombat(Pod* att, Po
363  string RenderMan::IntToChar(int x) {  string RenderMan::IntToChar(int x) {
364          stringstream s;          stringstream s;
365          s << x;          s << x;
   
366          return s.str();          return s.str();
367          }          }
368    
# Line 379  PARAGUI_CALLBACK(RenderMan::handle_go_to Line 381  PARAGUI_CALLBACK(RenderMan::handle_go_to
381          return true;          return true;
382          }          }
383    
384    PARAGUI_CALLBACK(RenderMan::handle_go_to_network) {
385            SetActiveScreen(UISCREEN_NETWORK);
386            return true;
387            }
388    
389  PARAGUI_CALLBACK(RenderMan::handle_go_to_bm) {  PARAGUI_CALLBACK(RenderMan::handle_go_to_bm) {
390          SetActiveScreen(UISCREEN_BLOTCHMAKER_MORE);          SetActiveScreen(UISCREEN_BLOTCHMAKER_MORE);
391          return true;          return true;

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