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author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-10-07 00:12:32 +0000 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-10-07 00:12:32 +0000 |
commit | a246c08cef5e4d598fc07a681eb971bfbcf01519 (patch) | |
tree | ff1813b11379ddef2c5be627aafcf3329170a293 /src/gui | |
parent | 09db562f2fca5c49fa1a92ba0b6dc60db479ae08 (diff) | |
download | mana-a246c08cef5e4d598fc07a681eb971bfbcf01519.tar.gz mana-a246c08cef5e4d598fc07a681eb971bfbcf01519.tar.bz2 mana-a246c08cef5e4d598fc07a681eb971bfbcf01519.tar.xz mana-a246c08cef5e4d598fc07a681eb971bfbcf01519.zip |
Modified finding NPC as by timonator's suggestion in order to allow NPCs to be
clicked on their heads too. Also made start to tile engine improvement by
adding the Sprite class that is now used by the floor items for being displayed
on the map. Finally added documentation to Item class and splitted out
Properties class from Map.
Diffstat (limited to 'src/gui')
-rw-r--r-- | src/gui/gui.cpp | 19 |
1 files changed, 13 insertions, 6 deletions
diff --git a/src/gui/gui.cpp b/src/gui/gui.cpp index 48cbd522..365d8eba 100644 --- a/src/gui/gui.cpp +++ b/src/gui/gui.cpp @@ -192,7 +192,8 @@ Gui::~Gui() delete guiInput; } -void Gui::logic() +void +Gui::logic() { gcn::Gui::logic(); @@ -201,7 +202,8 @@ void Gui::logic() mFocusHandler->applyChanges(); } -void Gui::draw() +void +Gui::draw() { mGraphics->pushClipArea(mTop->getDimension()); mTop->draw(mGraphics); @@ -212,19 +214,24 @@ void Gui::draw() if ((SDL_GetAppState() & SDL_APPMOUSEFOCUS || button & SDL_BUTTON(1)) && mCustomCursor) { - dynamic_cast<Graphics*>(mGraphics)->drawImage(mMouseCursor, mouseX - 5, mouseY - 2); + dynamic_cast<Graphics*>(mGraphics)->drawImage(mMouseCursor, + mouseX - 5, + mouseY - 2); } mGraphics->popClipArea(); } -void Gui::mousePress(int mx, int my, int button) +void +Gui::mousePress(int mx, int my, int button) { // Mouse pressed on window container (basically, the map) // When conditions for walking are met, set new player destination - if (player_node && player_node->action != Being::DEAD && current_npc == 0 && - button == gcn::MouseInput::LEFT) + if (player_node && + player_node->action != Being::DEAD && + current_npc == 0 && + button == gcn::MouseInput::LEFT) { Map *tiledMap = engine->getCurrentMap(); int tilex = mx / 32 + camera_x; |