Added fourth color to team_rgb that is used to represent the color range,
e.g. in the minimap. If the fourth color is absent, it should use the mid color instead
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4 changed files with 23 additions and 18 deletions
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@ -38,6 +38,7 @@ Version 1.3-svn:
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* show leader's name and colour at status table even when that team is fogged
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(patch #605)
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* WML engine
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* added fourth color in team_rgb definitions for representative color in minimap
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* fixed terrain probabilities for terrains defined with rotations (bug #7274)
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* added a 'hide_help' key that prevents a unit type from being listed in the
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in-game help (bug #5701)
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@ -1,54 +1,54 @@
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[team_color]
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side=1
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team_rgb=255,0,0,255,255,255,0,0,0
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team_rgb=255,0,0,255,255,255,0,0,0,255,0,0
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name= _ "Red"
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[/team_color]
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[team_color]
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side=2
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team_rgb=46,65,155,255,255,255,15,15,15
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team_rgb=46,65,155,255,255,255,15,15,15,46,65,155
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name= _ "Blue"
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[/team_color]
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[team_color]
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side=3
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team_rgb=98,182,100,255,255,255,0,0,0
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team_rgb=98,182,100,255,255,255,0,0,0,98,182,100
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name= _ "Green"
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[/team_color]
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[team_color]
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side=4
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team_rgb=147,0,157,255,255,255,0,0,0
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team_rgb=147,0,157,255,255,255,0,0,0,147,0,157
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name= _ "Purple"
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[/team_color]
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[team_color]
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side=7
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team_rgb=240,114,0,240,240,240,0,0,0
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team_rgb=240,114,0,240,240,240,0,0,0,240,114
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name= _ "Orange"
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[/team_color]
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[team_color]
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side=5
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team_rgb=90,90,90,255,255,255,0,0,0
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team_rgb=90,90,90,255,255,255,0,0,0,90,90,90
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name= _ "Black"
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[/team_color]
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[team_color]
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side=8
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team_rgb=225,225,225,255,255,255,30,30,30
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team_rgb=225,225,225,255,255,255,30,30,30,225,225,225
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name= _ "White"
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[/team_color]
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[team_color]
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side=6
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team_rgb=148,80,39,255,255,255,0,0,0
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team_rgb=148,80,39,255,255,255,0,0,0,148,80,39
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name= _ "Brown"
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[/team_color]
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[team_color]
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side=9
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team_rgb=48,203,192,255,255,255,0,0,0
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team_rgb=48,203,192,255,255,255,0,0,0,48,203,192
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name= _ "Teal"
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[/team_color]
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@ -24,28 +24,32 @@ std::vector<Uint32> string2rgb(std::string s);
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class color_range
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{
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public:
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color_range(Uint32 mid = 0x00808080 , Uint32 max = 0x00FFFFFF, Uint32 min = 0x00000000):mid_(mid),max_(max),min_(min){};
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color_range(Uint32 mid , Uint32 max , Uint32 min , Uint32 rep):mid_(mid),max_(max),min_(min),rep_(rep){};
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color_range(const std::vector<Uint32>& v)
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{
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{
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mid_ = v.size() ? v[0] : 0x00808080;
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max_ = v.size() ? v[1] : 0x00FFFFFF;
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min_ = v.size() ? v[2] : 0x00000000;
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max_ = v.size() > 1 ? v[1] : 0x00FFFFFF;
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min_ = v.size() > 2 ? v[2] : 0x00000000;
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rep_ = v.size() > 3 ? v[3] : mid_;
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};
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color_range(){color_range(0x00808080,0x00FFFFFF,0x00000000,0x00808080);};
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Uint32 mid() const{return(mid_);};
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Uint32 max() const{return(max_);};
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Uint32 min() const{return(min_);};
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Uint32 rep() const{return(rep_);};
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bool operator<(const color_range& b) const
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{
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if(mid_ != b.mid()) return(mid_ < b.mid());
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if(max_ != b.max()) return(max_ < b.max());
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return(min_ < b.min());
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if(min_ != b.min()) return(min_ < b.min());
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return(rep_ < b.rep());
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}
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bool operator==(const color_range& b) const
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{
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return(mid_ == b.mid() && max_ == b.max() && min_ == b.min());
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return(mid_ == b.mid() && max_ == b.max() && min_ == b.min() && rep_ == b.rep());
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}
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private:
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Uint32 mid_ , max_ , min_;
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Uint32 mid_ , max_ , min_ , rep_;
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};
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#endif
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@ -963,7 +963,7 @@ const color_range team::get_side_color_range(int side){
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return(gp->second);
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}
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return(color_range(0x00FF0000,0x00FFFFFF,0x00000000));
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return(color_range(0x00FF0000,0x00FFFFFF,0x00000000,0x00FF0000));
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}
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const Uint32 team::get_side_rgb(int side){
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@ -980,7 +980,7 @@ const Uint32 team::get_side_rgb_min(int side){
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const SDL_Color team::get_side_colour(int side)
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{
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Uint32 rgb=get_side_rgb(side);
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Uint32 rgb=get_side_color_range(side).rep();
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SDL_Color color={ (0x00FF0000 & rgb)>>16,
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(0x0000FF00 & rgb)>>8,
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(0x000000FF & rgb),
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