Rewrote the Ammomenu:
Added landscape ammomenu
At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it
Draw to texture once
uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos
Slot/Cellsize is dependent on uConsts.AMSlotSize
this should make it easier to scale the ammo menu on smaller screens
AmmoRect
AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point
needs testing on the iphone (and other systems as well ofcourse..)
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2010-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#include <string>
#include <cstring>
#include <stdio.h>
#include "xfire.h"
#include "../misc/xfire/xfiregameclient.h"
#ifdef USE_XFIRE
// use_xfire: stores if xfire is loaded and functions should do something at all
bool use_xfire = false;
char *keys[XFIRE_KEY_COUNT];
char *values[XFIRE_KEY_COUNT];
// xfire_init(): used to initialize all variables and set their default values
void xfire_init(void)
{
if(use_xfire)
return;
use_xfire = XfireIsLoaded() == 1;
if(!use_xfire)
return;
for(int i = 0; i < XFIRE_KEY_COUNT; i++)
{
keys[i] = new char[256];
values[i] = new char[256];
strcpy(keys[i], "");
strcpy(values[i], "");
}
strcpy(keys[XFIRE_NICKNAME], "Nickname");
strcpy(keys[XFIRE_ROOM], "Room");
strcpy(keys[XFIRE_SERVER], "Server");
strcpy(keys[XFIRE_STATUS], "Status");
xfire_update();
}
// xfire_free(): used to free up ressources used etc.
void xfire_free(void)
{
if(!use_xfire)
return;
for(int i = 0; i < XFIRE_KEY_COUNT; i++)
{
delete [] keys[i];
delete [] values[i];
}
}
// xfire_setvalue(): set a specific value
void xfire_setvalue(const XFIRE_KEYS status, const char *value)
{
if(!use_xfire || strlen(value) > 255)
return;
strcpy(values[status], value);
}
// xfire_update(): submits current values to the xfire app
void xfire_update(void)
{
if(!use_xfire)
return;
XfireSetCustomGameDataA(XFIRE_KEY_COUNT, (const char**)keys, (const char**)values);
}
#endif // USE_XFIRE