Jeck - Please review. Shop antialiasing, multicolored card recieves gold texture.
* Moved shop text ("press square for other cards") etc, to ShopItems, so they rendered properly (all in one place, after AA)
* The AA is really more a proof of concept than anything else. To do it properly I'd need a double-resolution copy of shop.jpg.
* The real multicolored card has a greenish tint, and is darker. What do you think of gold.jpg? Should we tint it more that way?
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@@ -8,17 +8,17 @@
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float ShopItems::_x1[] = { 79, 20, 27,103,154,187,102,145,199,133,183};
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float ShopItems::_y1[] = {150,193,222,167,164,156,195,190,176,220,220};
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float ShopItems::_x1[] = { 79, 19, 27,103,154,187,102,144,198,133,183};
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float ShopItems::_y1[] = {150,194,222,167,164,156,195,190,175,220,220};
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float ShopItems::_x2[] = {103, 49, 73,135,183,213,138,181,231,171,225};
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float ShopItems::_y2[] = {155,180,218,166,166,154,195,186,177,225,216};
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float ShopItems::_x2[] = {103, 48, 74,135,183,215,138,181,231,171,225};
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float ShopItems::_y2[] = {155,179,218,165,166,155,195,186,177,225,216};
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float ShopItems::_x3[] = { 48, 60, 10, 96,139,190, 81,146,189, 98,191};
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float ShopItems::_y3[] = {163,202,255,183,180,170,219,212,195,250,251};
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float ShopItems::_x3[] = { 48, 61, 9, 96,139,190, 81,146,187, 97,191};
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float ShopItems::_y3[] = {164,205,257,184,180,170,219,212,195,251,252};
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float ShopItems::_x4[] = { 74, 88, 64,131,171,221,123,187,225,141,237};
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float ShopItems::_y4[] = {167,187,248,182,182,168,219,208,196,258,245};
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float ShopItems::_x4[] = { 76, 90, 65,131,171,221,123,187,225,141,237};
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float ShopItems::_y4[] = {169,188,250,182,182,168,220,208,198,259,245};
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ShopItem::ShopItem(int id, JLBFont *font, char* text, JQuad * _quad,JQuad * _thumb, float _xy[], bool hasFocus, int _price): JGuiObject(id), mFont(font), mText(text), quad(_quad), thumb(_thumb), price(_price)
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@@ -173,7 +173,6 @@ void ShopItem::Render(){
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if (card) CardGui::alternateRender(card,Pos(SCREEN_WIDTH - 105,SCREEN_HEIGHT/2 - 5,0.9f* 285/250, 0,255));
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}
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mFont->DrawString(mText.c_str(), SCREEN_WIDTH/2 - 50, SCREEN_HEIGHT - 16,JGETEXT_CENTER);
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}
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}
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@@ -238,6 +237,10 @@ ShopItems::ShopItems(int id, JGuiListener* listener, JLBFont* font, int x, int y
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};
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myCollection = NEW DeckDataWrapper(NEW MTGDeck(options.profileFile(PLAYER_COLLECTION).c_str(), _collection));
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showCardList = true;
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mBgAA = resources.RetrieveQuad("shop_aliasing.png");
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if(mBgAA)
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mBgAA->SetTextureRect(0,0,250,120);
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}
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@@ -296,6 +299,13 @@ void ShopItems::Update(float dt){
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void ShopItems::Render(){
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JGuiController::Render();
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JRenderer * r = JRenderer::GetInstance();
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if (display) display->Render();
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if (mBgAA)
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r->RenderQuad(mBgAA,0,SCREEN_HEIGHT-128);
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if (showPriceDialog==-1){
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}else{
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@@ -303,16 +313,29 @@ void ShopItems::Render(){
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dialog->Render();
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}
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}
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mFont->SetColor(ARGB(255,255,255,255));
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char c[4096];
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r->FillRect(0,SCREEN_HEIGHT-17,SCREEN_WIDTH,17,ARGB(128,0,0,0));
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sprintf(c, _("[]:other cards /\\:list").c_str());
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unsigned int len = 4 + mFont->GetStringWidth(c);
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mFont->DrawString(c,SCREEN_WIDTH-len,SCREEN_HEIGHT-14);
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char credits[512];
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sprintf(credits,_("credits: %i").c_str(), playerdata->credits);
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mFont->SetColor(ARGB(200,0,0,0));
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mFont->DrawString(credits, 5, SCREEN_HEIGHT - 13);
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mFont->DrawString(credits, 5, SCREEN_HEIGHT - 12);
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mFont->SetColor(ARGB(255,255,255,255));
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mFont->DrawString(credits, 5, SCREEN_HEIGHT - 15);
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if (display) display->Render();
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mFont->DrawString(credits, 5, SCREEN_HEIGHT - 14);
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if(mCurr >= 0){
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mFont->SetColor(ARGB(255,255,255,0));
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ShopItem * item = ((ShopItem *)mObjects[mCurr]);
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mFont->DrawString(item->mText.c_str(), SCREEN_WIDTH/2 - 50, SCREEN_HEIGHT - 14,JGETEXT_CENTER);
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mFont->SetColor(ARGB(255,255,255,255));
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}
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if (showCardList){
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JRenderer * r = JRenderer::GetInstance();
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r->FillRoundRect(290,5, 160, mCount * 20 + 15,5,ARGB(200,0,0,0));
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for (int i = 0; i< mCount; ++i){
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@@ -448,6 +471,7 @@ ShopItems::~ShopItems(){
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SAFE_DELETE(dialog);
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safeDeleteDisplay();
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SAFE_DELETE(myCollection);
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resources.Release(mBgAA);
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}
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ostream& ShopItem::toString(ostream& out) const
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