Merge lp:~widelands-dev/widelands/buildicon_playercolors into lp:widelands
Status: | Rejected |
---|---|
Rejected by: | Jens Beyer |
Proposed branch: | lp:~widelands-dev/widelands/buildicon_playercolors |
Merge into: | lp:widelands |
Diff against target: |
143 lines (+34/-4) 3 files modified
src/logic/building.cc (+14/-0) src/logic/building.h (+3/-0) src/wui/fieldaction.cc (+17/-4) |
To merge this branch: | bzr merge lp:~widelands-dev/widelands/buildicon_playercolors |
Related bugs: |
Reviewer | Review Type | Date Requested | Status |
---|---|---|---|
SirVer | Needs Fixing | ||
Review via email: mp+211184@code.launchpad.net |
Description of the change
This is not a merge-request per se, but more a request to review the code, and to find some way to create the necessary media files.
With this branch merged, the game displays the building icons in player color if available.
It uses playercolor mask files (menu_pc.png next to their menu.png files). Unfortunately, the mask files for the menu.png files are not available yet.
I added a rough playercolor image (a force-resize to the correct 30x30px) for the atlantean coal mine as proof of concept (you can check it ingame, best use a different player than player1 because of the blue player color of player1...)
The game can live without player color mask files, as you see (only the atlantean coal mine is there, the other files are missing). But now we need someone who is able to create the correct playercolor mask files where neccesary. Problem is that most animation frames are not of same width and height, but the menu icons are exactly 30x30, so simply force-resizing would probably lead to some undesired display effects.
I do not agree to this design. Especially since it needs new data files.
I suggest using code I added in https:/ /code.launchpad .net/~widelands -dev/widelands/ spritemaps/ +merge/ 211225 which will be merged soonish (hopefully). I suggest using animation. representative_ image together with image_transform ations. h, resize to create the images shown in the menu. Maybe we can get rid of the menu.png altogether (which would be super awesome).
g_gr->animation s().get_ animation( world.get_ bob_descr( j)->main_ animation( )) tive_image( RGBColor( 0, 0, 0));
.representa
What do you think?