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Wyświetlanie (parcjalne) wyboru scenariusza, można wybierać trudność.
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Michał W. Urbańczyk 18 anos atrás
pai
commit
a2998c4316
6 arquivos alterados com 319 adições e 44 exclusões
  1. 7 4
      CMT.cpp
  2. 15 7
      CMessage.cpp
  3. 49 4
      CMessage.h
  4. 205 18
      CPreGame.cpp
  5. 24 11
      CPreGame.h
  6. 19 0
      SDL_Extensions.cpp

+ 7 - 4
CMT.cpp

@@ -43,7 +43,7 @@ const char * NAME = "VCMI 0.2";
    version of the library linked do not match, or Z_ERRNO if there is
    an error reading or writing the files. */
 SDL_Surface * ekran;
-TTF_Font * TNRB;
+TTF_Font * TNRB16, *TNR, *GEOR13;
 int def(FILE *source, FILE *dest, int level, int winBits=15, int memLevel =8)
 {
 	int ret, flush;
@@ -215,7 +215,10 @@ int _tmain(int argc, _TCHAR* argv[])
 		TTF_Init();
 		atexit(TTF_Quit);
 		atexit(SDL_Quit);
-		TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",16);
+		//TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",16);
+		TNRB16 = TTF_OpenFont("Fonts\\tnrb.ttf",16);
+		//TNR = TTF_OpenFont("Fonts\\tnr.ttf",10);
+		GEOR13 = TTF_OpenFont("Fonts\\georgia.ttf",13);
 
 		//initializing audio
 		if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048)==-1)
@@ -234,11 +237,11 @@ int _tmain(int argc, _TCHAR* argv[])
 			// this might be a critical error...
 		}
 
-		/*if(Mix_PlayMusic(music, -1)==-1) //uncomment this fragment to have music
+		if(Mix_PlayMusic(music, -1)==-1) //uncomment this fragment to have music
 		{
 			printf("Mix_PlayMusic: %s\n", Mix_GetError());
 			// well, there's no music, but most games don't break without music...
-		}*/
+		}
 
 		screen = SDL_SetVideoMode(800,600,24,SDL_HWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
 		ekran = screen;

+ 15 - 7
CMessage.cpp

@@ -2,19 +2,24 @@
 #include "CMessage.h"
 #include "SDL_TTF.h"
 #include "CSemiDefHandler.h"
-extern TTF_Font * TNRB;
-extern SDL_Surface * ekran;
 
+SDL_Color tytulowy, tlo, zwykly ;
 SDL_Rect genRect(int hh, int ww, int xx, int yy);
+
+extern SDL_Surface * ekran;
+extern TTF_Font * TNRB16, *TNR, *GEOR13;
+SDL_Color genRGB(int r, int g, int b, int a=0);
+void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
+void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran);
+extern CPreGame * CPG;
+void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
+bool isItIn(const SDL_Rect * rect, int x, int y);
 CMessage::CMessage()
 {
 	piecesOfBox = new CSemiDefHandler();
 	piecesOfBox->openDef("DIALGBOX.DEF","H3sprite.lod");
 	background = SDL_LoadBMP("H3bitmap.lod\\DIBOXBCK.BMP");
 	SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
-	tytulowy.r=229;tytulowy.g=215;tytulowy.b=123;tytulowy.unused=0;
-	zwykly.r=255;zwykly.g=255;zwykly.b=255;zwykly.unused=0; //gbr
-	tlo.r=66;tlo.g=44;tlo.b=24;tlo.unused=0;
 }
 SDL_Surface * CMessage::drawBox1(int w, int h)
 {
@@ -113,7 +118,9 @@ SDL_Surface * CMessage::genMessage
 	
 	if (title.length())
 	{
-		SDL_Surface * titleText = TTF_RenderText_Shaded(TNRB,title.c_str(),tytulowy,tlo);	
+		//SDL_Surface * titleText = TTF_RenderText_Shaded(TNRB16,title.c_str(),tytulowy,tlo);	
+		SDL_Surface * titleText = TTF_RenderText_Blended(TNRB16,title.c_str(),tytulowy);	
+
 		//draw title
 		SDL_Rect tytul = genRect(titleText->h,titleText->w,((ret->w/2)-(titleText->w/2)),37);
 		SDL_BlitSurface(titleText,NULL,ret,&tytul);
@@ -124,7 +131,8 @@ SDL_Surface * CMessage::genMessage
 	{
 		int by = 37+i*21;
 		if (title.length()) by+=40;
-		SDL_Surface * tresc = TTF_RenderText_Shaded(TNRB,(*tekst)[i].c_str(),zwykly,tlo);
+		//SDL_Surface * tresc = TTF_RenderText_Shaded(TNRB16,(*tekst)[i].c_str(),zwykly,tlo);
+		SDL_Surface * tresc = TTF_RenderText_Blended(TNRB16,(*tekst)[i].c_str(),zwykly);
 		SDL_Rect trescRect = genRect(tresc->h,tresc->w,((ret->w/2)-(tresc->w/2)),by);
 		SDL_BlitSurface(tresc,NULL,ret,&trescRect);
 		SDL_FreeSurface(tresc);

+ 49 - 4
CMessage.h

@@ -1,11 +1,54 @@
 #include "SDL_TTF.h"
 #include "CSemiDefHandler.h"
 enum EWindowType {infoOnly, infoOK, yesOrNO};
+class CPreGame;
+typedef void(CPreGame::*ttt)();
+template <class T=ttt> class CGroup;
+template <class T=ttt> class CPoinGroup ;
+template <class T=ttt> struct Button
+{
+	int type;
+	SDL_Rect pos;
+	T fun;
+	CSemiDefHandler* imgs;
+	Button( SDL_Rect Pos, T Fun,CSemiDefHandler* Imgs, bool Sel=false, CGroup<T>* gr=NULL, int id=-1)
+		:state(0),selectable(Sel),selected(false),imgs(Imgs),pos(Pos),fun(Fun),ourGroup(gr), type(0), ID(id){};
+	Button(){};
+	bool selectable, selected;
+	bool highlightable, highlighted;
+	int state;
+	int ID;
+	virtual	void hover(bool on=true);
+	virtual void press(bool down=true);
+	virtual void select(bool on=true);
+	CGroup<T> * ourGroup;
+};	
+//template<class T=void(CPreGame::*)(int)>
+template<class T=ttt>  struct IntSelBut: public Button<T>
+{
+public:
+	CPoinGroup<T> * ourGroup;
+	int key;
+	IntSelBut(){};
+	IntSelBut( SDL_Rect Pos, T Fun,CSemiDefHandler* Imgs, bool Sel=false, CPoinGroup<T>* gr=NULL, int My=-1)
+		: Button(Pos,Fun,Imgs,Sel,gr),key(My){ourGroup=gr;};
+	void select(bool on=true) {(*this).Button::select(on);ourGroup->setYour(this);}
+};
+template <class T=ttt> class CPoinGroup :public CGroup<T>
+{
+public:
+	int * gdzie; //where (po polsku, bo by by³o s³owo kluczowe :/)
+	void setYour(IntSelBut<T> * your){*gdzie=your->key;};
+};
+template <class T=ttt> class CGroup
+{
+public:
+	Button<T> * selected;
+	int type; // 1=sinsel
+	CGroup():selected(NULL),type(0){};
+};
 class CMessage
 {
-	SDL_Color tytulowy ;
-	SDL_Color tlo;
-	SDL_Color zwykly ;
 public:
 	std::vector<std::string> * breakText(std::string text);
 	CSemiDefHandler * piecesOfBox;
@@ -14,4 +57,6 @@ public:
 								std::vector<CSemiDefHandler*> *addPics=NULL, void * cb=NULL);
 	SDL_Surface * drawBox1(int w, int h);
 	CMessage();
-};
+};
+
+//

+ 205 - 18
CPreGame.cpp

@@ -1,34 +1,172 @@
 #include "stdafx.h"
 #include "CPreGame.h"
 #include "SDL.h"
-#include "CMessage.h"
 extern SDL_Surface * ekran;
+extern SDL_Color tytulowy, tlo, zwykly ;
+extern TTF_Font * TNRB16, *TNR, *GEOR13;
 SDL_Rect genRect(int hh, int ww, int xx, int yy);
 SDL_Color genRGB(int r, int g, int b, int a=0);
+void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
+void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran);
 CPreGame * CPG;
 void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
-bool isItIn(const SDL_Rect * rect, int x, int y)
+bool isItIn(const SDL_Rect * rect, int x, int y);
+
+template <class T> void Button<T>::press(bool down)
+{
+	int i;
+	if (down) state=i=1;
+	else state=i=0;
+	SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
+	updateRect(&pos);
+}
+template <class T> void Button<T>::hover(bool on=true)
 {
-	if ((x>rect->x && x<rect->x+rect->w) && (y>rect->y && y<rect->y+rect->h))
-		return true;
-	else return false;
+	if (!highlightable) return;
+	int i;
+	if (on) state=i=2;
+	else state=i=0;
+	SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
+	updateRect(&pos);
+}
+template <class T> void Button<T>::select(bool on)
+{
+	int i;
+	if (on) state=i=3;
+	else state=i=0;
+	SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
+	updateRect(&pos);
+	if (ourGroup && on && ourGroup->type==1)
+	{
+		if (ourGroup->selected && ourGroup->selected!=this)
+			ourGroup->selected->select(false);
+		ourGroup->selected =this;
+	}
 }
 CPreGame::CPreGame()
 {
+
+	tytulowy.r=229;tytulowy.g=215;tytulowy.b=123;tytulowy.unused=0;
+	zwykly.r=255;zwykly.g=255;zwykly.b=255;zwykly.unused=0; //gbr
+	tlo.r=66;tlo.g=44;tlo.b=24;tlo.unused=0;
 	preth = new CPreGameTextHandler;
 	preth->loadTexts();
 	currentMessage=NULL;
 	behindCurMes=NULL;
 	initMainMenu();
 	initNewMenu();
+	initScenSel();
 	showMainMenu();
 	CPG=this;
 }
+void CPreGame::initScenSel()
+{
+	ourScenSel = new ScenSel();
+	if (rand()%2) ourScenSel->background=SDL_LoadBMP("h3bitmap.lod\\ZPIC1000.bmp");
+	else ourScenSel->background=SDL_LoadBMP("h3bitmap.lod\\ZPIC1001.bmp");
+
+	ourScenSel->pressed=NULL;
+
+	ourScenSel->scenInf=SDL_LoadBMP("h3bitmap.lod\\GSELPOP1.bmp");
+	ourScenSel->scenList=SDL_LoadBMP("h3bitmap.lod\\SCSELBCK.bmp");
+	ourScenSel->randMap=SDL_LoadBMP("h3bitmap.lod\\RANMAPBK.bmp");
+	ourScenSel->options=SDL_LoadBMP("h3bitmap.lod\\ADVOPTBK.bmp");
+	SDL_SetColorKey(ourScenSel->scenInf,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenInf->format,0,255,255));
+	SDL_SetColorKey(ourScenSel->scenList,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenList->format,0,255,255));
+	SDL_SetColorKey(ourScenSel->randMap,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->randMap->format,0,255,255));
+	SDL_SetColorKey(ourScenSel->options,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->options->format,0,255,255));
+
+	ourScenSel->difficulty = new CPoinGroup<>();
+	ourScenSel->difficulty->type=1;
+	ourScenSel->selectedDiff=-77;
+	ourScenSel->difficulty->gdzie = &ourScenSel->selectedDiff;
+	ourScenSel->bEasy = IntSelBut<>(genRect(0,0,506,456),NULL,slh->giveDef("GSPBUT3.DEF"),true,ourScenSel->difficulty,1);
+	ourScenSel->bNormal = IntSelBut<>(genRect(0,0,538,456),NULL,slh->giveDef("GSPBUT4.DEF"),true,ourScenSel->difficulty,2);
+	ourScenSel->bHard = IntSelBut<>(genRect(0,0,570,456),NULL,slh->giveDef("GSPBUT5.DEF"),true,ourScenSel->difficulty,3);
+	ourScenSel->bExpert = IntSelBut<>(genRect(0,0,602,456),NULL,slh->giveDef("GSPBUT6.DEF"),true,ourScenSel->difficulty,4);
+	ourScenSel->bImpossible = IntSelBut<>(genRect(0,0,634,456),NULL,slh->giveDef("GSPBUT7.DEF"),true,ourScenSel->difficulty,5);
+
+	ourScenSel->bBack = Button<>(genRect(0,0,584,535),&CPreGame::showNewMenu,slh->giveDef("SCNRBACK.DEF"));
+	ourScenSel->bBegin = Button<>(genRect(0,0,414,535),&CPreGame::showScenList,slh->giveDef("SCNRBEG.DEF"));
+
+	ourScenSel->bScens = Button<>(genRect(0,0,414,81),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF"));
+	for (int i=0; i<ourScenSel->bScens.imgs->ourImages.size(); i++)
+		printAt("Show Available Scenarios",25+i,2+i,GEOR13,zwykly,ourScenSel->bScens.imgs->ourImages[i].bitmap);
+	ourScenSel->bRandom = Button<>(genRect(0,0,414,105),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF"));
+	for (int i=0; i<ourScenSel->bRandom.imgs->ourImages.size(); i++)
+		printAt("Random Map",25+i,2+i,GEOR13,zwykly,ourScenSel->bRandom.imgs->ourImages[i].bitmap);
+	ourScenSel->bOptions = Button<>(genRect(0,0,414,509),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF"));
+	for (int i=0; i<ourScenSel->bOptions.imgs->ourImages.size(); i++)
+		printAt("Show Advanced Options",25+i,2+i,GEOR13,zwykly,ourScenSel->bOptions.imgs->ourImages[i].bitmap);
+
+
+}
+
+void CPreGame::showScenSel()
+{
+	state=EState::ScenarioList;
+	SDL_BlitSurface(ourScenSel->background,NULL,ekran,NULL);
+	SDL_BlitSurface(ourScenSel->scenInf,NULL,ekran,&genRect(ourScenSel->scenInf->h,ourScenSel->scenInf->w,395,6));
+	//blit texts
+	printAt(preth->singleScenarioName,420,25,GEOR13);
+	printAt("Scenario Description:",420,135,GEOR13);
+	printAt("Victory Condition:",420,285,GEOR13);
+	printAt("Loss Condition:",420,340,GEOR13);
+	printAt("Allies:",420,406,GEOR13,zwykly);
+	printAt("Enemies:",585,406,GEOR13,zwykly);
+	printAt("Map Diff:",427,438,GEOR13);
+	printAt("Player Difficulty:",527,438,GEOR13);
+	printAt("Rating:",685,438,GEOR13);
+	//blit buttons
+	SDL_BlitSurface(ourScenSel->bEasy.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bEasy.pos);
+	SDL_BlitSurface(ourScenSel->bNormal.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bNormal.pos);
+	SDL_BlitSurface(ourScenSel->bHard.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bHard.pos);
+	SDL_BlitSurface(ourScenSel->bExpert.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bExpert.pos);
+	SDL_BlitSurface(ourScenSel->bImpossible.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bImpossible.pos);
+	SDL_BlitSurface(ourScenSel->bScens.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bScens.pos);
+	SDL_BlitSurface(ourScenSel->bOptions.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bOptions.pos);
+	SDL_BlitSurface(ourScenSel->bBegin.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBegin.pos);
+	SDL_BlitSurface(ourScenSel->bBack.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBack.pos);
+	SDL_BlitSurface(ourScenSel->bRandom.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bRandom.pos);
+	//blitAt(ourScenSel->bScens.imgs->ourImages[0].bitmap,ourScenSel->bScens.pos.x,ourScenSel->bScens.pos.y);
+	//blitAt(ourScenSel->bRandom.imgs->ourImages[0].bitmap,414,105);
+	//blitAt(ourScenSel->bOptions.imgs->ourImages[0].bitmap,414,509);
+	//blitAt(ourScenSel->bBegin.imgs->ourImages[0].bitmap,414,535);
+	//blitAt(ourScenSel->bBack.imgs->ourImages[0].bitmap,584,535);
+	//add buttons info
+	btns.push_back(&ourScenSel->bEasy);
+	btns.push_back(&ourScenSel->bNormal);
+	btns.push_back(&ourScenSel->bHard);
+	btns.push_back(&ourScenSel->bExpert);
+	btns.push_back(&ourScenSel->bImpossible);
+	btns.push_back(&ourScenSel->bScens);
+	btns.push_back(&ourScenSel->bRandom);
+	btns.push_back(&ourScenSel->bOptions);
+	btns.push_back(&ourScenSel->bBegin);
+	btns.push_back(&ourScenSel->bBack);
+
+	ourScenSel->selectedDiff=1;
+	ourScenSel->bNormal.select(true);
+
+	for (int i=0;i<btns.size();i++)
+	{
+		btns[i]->pos.w=btns[i]->imgs->ourImages[0].bitmap->w;
+		btns[i]->pos.h=btns[i]->imgs->ourImages[0].bitmap->h;
+	}
+
+	handleOther = &CPreGame::scenHandleEv;
+	SDL_Flip(ekran);
+
+}
+void CPreGame::showScenList()
+{}
+void CPreGame::showOptions()
+{}
 void CPreGame::initNewMenu()
 {
 	ourNewMenu = new menuItems();
 	ourNewMenu->background = SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp");
-	CSemiLodHandler * slh = new CSemiLodHandler();
+	slh = new CSemiLodHandler();
 	slh->openLod("H3sprite.lod");
 	 //loading menu buttons
 	ourNewMenu->newGame = slh->giveDef("ZTSINGL.DEF");
@@ -43,6 +181,7 @@ void CPreGame::initNewMenu()
 	ourNewMenu->lNewGame.w=ourNewMenu->newGame->ourImages[0].bitmap->w;
 	ourNewMenu->lNewGame.x=545;
 	ourNewMenu->lNewGame.y=4;
+	ourNewMenu->fNewGame=&CPreGame::showScenSel;
 	//multiplayer
 	ourNewMenu->lLoadGame.h=ourNewMenu->loadGame->ourImages[0].bitmap->h;
 	ourNewMenu->lLoadGame.w=ourNewMenu->loadGame->ourImages[0].bitmap->w;
@@ -66,11 +205,10 @@ void CPreGame::initNewMenu()
 	ourNewMenu->fQuit=&CPreGame::showMainMenu;
 	
 	ourNewMenu->highlighted=0;
-	handledLods.push_back(slh);
-	delete slh;
 }
 void CPreGame::showNewMenu()
 {
+	btns.clear();
 	state = EState::newGame;
 	SDL_BlitSurface(ourNewMenu->background,NULL,ekran,NULL);
 	SDL_BlitSurface(ourNewMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lNewGame);
@@ -205,8 +343,8 @@ void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)())
 	(*btnspos)[0].y+=pos.y;
 	(*btnspos)[1].x+=pos.x;
 	(*btnspos)[1].y+=pos.y;
-	btns.push_back(Button<>(1,(*btnspos)[0],&CPreGame::quit,ok));
-	btns.push_back(Button<>(2,(*btnspos)[1],(&CPreGame::hideBox),cancel));
+	btns.push_back(new Button<>((*btnspos)[0],&CPreGame::quit,ok,false, NULL,2));
+	btns.push_back(new Button<>((*btnspos)[1],(&CPreGame::hideBox),cancel,false, NULL,2));
 	delete cmh;
 	delete przyciski;
 	delete btnspos;
@@ -216,7 +354,14 @@ void CPreGame::hideBox ()
 	SDL_BlitSurface(behindCurMes,NULL,ekran,currentMessage);
 	SDL_UpdateRect
 		(ekran,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);
-	btns.clear();
+	for (int i=0;i<btns.size();i++)
+	{
+		if (btns[i]->ID==2)
+		{
+			delete btns[i];
+			btns.erase(btns.begin()+i);
+		}
+	}
 	SDL_FreeSurface(behindCurMes);
 	delete currentMessage;
 	currentMessage = NULL;
@@ -230,6 +375,42 @@ CPreGame::menuItems * CPreGame::currentItems()
 		return ourMainMenu;
 	case EState::newGame:
 		return ourNewMenu;
+	default:
+		return NULL;
+	}
+}
+
+void CPreGame::scenHandleEv(SDL_Event& sEvent)
+{
+	if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
+	{
+		for (int i=0;i<btns.size(); i++)
+		{
+			if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
+			{
+				btns[i]->press(true);
+				ourScenSel->pressed=btns[i];
+			}
+		}
+	}
+	else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
+	{
+		if (ourScenSel->pressed)
+		{
+			ourScenSel->pressed->press(false);
+			ourScenSel->pressed=NULL;
+		}
+		for (int i=0;i<btns.size(); i++)
+		{
+			if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
+			{
+				if (btns[i]->selectable)
+					btns[i]->select(true);
+				if (btns[i]->fun)
+					(this->*(btns[i]->fun))();
+				return;
+			}
+		}
 	}
 }
 void CPreGame::runLoop()
@@ -244,6 +425,10 @@ void CPreGame::runLoop()
 				menuItems * current = currentItems();
 				if(sEvent.type==SDL_QUIT) 
 					return ;
+				if (!current)
+				{
+					(this->*handleOther)(sEvent);
+				}
 				else if (sEvent.type==SDL_KEYDOWN)
 				{
 					if (sEvent.key.keysym.sym==SDLK_q)
@@ -375,10 +560,11 @@ void CPreGame::runLoop()
 				{
 					for (int i=0;i<btns.size(); i++)
 					{
-						if (isItIn(&btns[i].pos,sEvent.motion.x,sEvent.motion.y))
+						if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
 						{
-							SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos);
-							updateRect(&btns[i].pos);
+							btns[i]->press(true);
+							//SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos);
+							//updateRect(&btns[i].pos);
 						}
 					}
 					if (currentMessage) continue;
@@ -412,12 +598,13 @@ void CPreGame::runLoop()
 				{
 					for (int i=0;i<btns.size(); i++)
 					{
-						if (isItIn(&btns[i].pos,sEvent.motion.x,sEvent.motion.y))
-							(this->*(btns[i].fun))();
+						if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
+							(this->*(btns[i]->fun))();
 						else
 						{
-							SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,ekran,&btns[i].pos);
-							updateRect(&btns[i].pos);
+							btns[i]->press(false);
+							//SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,ekran,&btns[i].pos);
+							//updateRect(&btns[i].pos);
 						}
 					}
 					if (currentMessage) continue;

+ 24 - 11
CPreGame.h

@@ -2,22 +2,28 @@
 #include "CSemiDefHandler.h"
 #include "CSemiLodHandler.h"
 #include "CPreGameTextHandler.h" 
+#include "CMessage.h"
+#include "map.h"
 class CPreGame;
 extern CPreGame * CPG;
-typedef void(CPreGame::*ttt)();
-template <class T=ttt> struct Button
+class ScenSel
 {
-	int type; // 1=yes; 2=no
-	SDL_Rect pos;
-	T fun;
-	CSemiDefHandler* imgs;
-	Button(int Type, SDL_Rect Pos, T Fun,CSemiDefHandler* Imgs):imgs(Imgs),type(Type),pos(Pos),fun(Fun){};
-	Button(){};
-};
+public:
+	SDL_Surface * background, *scenInf, *scenList, *randMap, *options ;
+	Button<> bScens, bOptions, bRandom, bBegin, bBack;
+	IntSelBut<>	bEasy, bNormal, bHard, bExpert, bImpossible;
+	Button<> * pressed;
+	CPoinGroup<> * difficulty;
+	std::vector<Mapa> maps;
+	void genScenList();
+	int selectedDiff;
+	~ScenSel(){delete difficulty;};
+} ;
 class CPreGame
 {
-public:
-	std::vector<Button<> > btns;
+public:	
+	CSemiLodHandler * slh ;
+	std::vector<Button<> *> btns;
 	CPreGameTextHandler * preth ;
 	SDL_Rect * currentMessage;	
 	SDL_Surface * behindCurMes;
@@ -32,13 +38,20 @@ public:
 		ttt fNewGame, fLoadGame, fHighScores, fCredits, fQuit;
 		int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit
 	} * ourMainMenu, * ourNewMenu;
+	ScenSel * ourScenSel;
 	std::string map; //selected map
 	std::vector<CSemiLodHandler *> handledLods; 
 	CPreGame(); //c-tor
 	std::string buttonText(int which);
 	menuItems * currentItems();
+	void(CPreGame::*handleOther)(SDL_Event&);
+	void scenHandleEv(SDL_Event& sEvent);
 	void quitAskBox();
 	void quit(){exit(0);};  
+	void initScenSel(); 
+	void showScenSel();  
+	void showScenList(); 
+	void showOptions();  
 	void initNewMenu(); 
 	void showNewMenu();  
 	void showMainMenu();  

+ 19 - 0
SDL_Extensions.cpp

@@ -1,6 +1,14 @@
 #include "stdafx.h"
 #include "SDL_Extensions.h"
+#include "SDL_TTF.h"
 extern SDL_Surface * ekran;
+extern SDL_Color tytulowy, tlo, zwykly ;
+bool isItIn(const SDL_Rect * rect, int x, int y)
+{
+	if ((x>rect->x && x<rect->x+rect->w) && (y>rect->y && y<rect->y+rect->h))
+		return true;
+	else return false;
+}
 SDL_Rect genRect(int hh, int ww, int xx, int yy)
 {
 	SDL_Rect ret;
@@ -10,6 +18,10 @@ SDL_Rect genRect(int hh, int ww, int xx, int yy)
 	ret.y=yy;
 	return ret;
 }
+void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran)
+{
+	SDL_BlitSurface(src,NULL,dst,&genRect(src->h,src->w,x,y));
+}
 SDL_Color genRGB(int r, int g, int b, int a=0)
 {
 	SDL_Color ret;
@@ -23,6 +35,13 @@ void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran)
 {
 	SDL_UpdateRect(scr,rect->x,rect->y,rect->w,rect->h);
 }
+void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran)
+{
+	SDL_Surface * temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
+	SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x,y));
+	SDL_UpdateRect(dst,x,y,temp->w,temp->h);
+	SDL_FreeSurface(temp);
+}
 void CSDL_Ext::SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC)
 {
      Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;