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Resource transparency
Posted: Sun Aug 11, 2019 3:49 am
by davidc
I was trying to use circular resource icons like the board game, but it looks like there isn't a transparency colour set for resources.
I tried the usual Fuscia and then the one that port/city icons use, but no luck.
Is there no transparency colour because the resource icons are square?
RE: Resource transparency
Posted: Sun Aug 11, 2019 4:39 pm
by Shannon V. OKeets
ORIGINAL: davidc
I was trying to use circular resource icons like the board game, but it looks like there isn't a transparency colour set for resources.
I tried the usual Fuscia and then the one that port/city icons use, but no luck.
Is there no transparency colour because the resource icons are square?
Most bitmaps are not loaded as transparent. That is to avoid the possibility of the transparent color matching something in the bitmap image. I remember that creating the air unit bitmaps was a hassle because of the various camouflage colors.
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Here's the code.
// ****************************************************************************
// Map icon bitmaps.
// ****************************************************************************
Resource1Bitmap := LoadWIFBitmap(StrIconBMDir + 'RESOURCE1');
Resource2Bitmap := LoadWIFBitmap(StrIconBMDir + 'RESOURCE2');
Resource3Bitmap := LoadWIFBitmap(StrIconBMDir + 'RESOURCE3');
Oil1Bitmap := LoadWIFBitmap(StrIconBMDir + 'OIL1');
Oil2Bitmap := LoadWIFBitmap(StrIconBMDir + 'OIL2');
Oil3Bitmap := LoadWIFBitmap(StrIconBMDir + 'OIL3');
Oil4Bitmap := LoadWIFBitmap(StrIconBMDir + 'OIL4');
OilDamaged1Bitmap := LoadWIFBitmap(StrIconBMDir + 'OILDAMAGED1');
OilDamaged2Bitmap := LoadWIFBitmap(StrIconBMDir + 'OILDAMAGED2');
OilDamaged3Bitmap := LoadWIFBitmap(StrIconBMDir + 'OILDAMAGED3');
OilDamaged4Bitmap := LoadWIFBitmap(StrIconBMDir + 'OILDAMAGED4');
FactoryFrame1Red := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME1RED');
FactoryFrame1Blue := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME1BLUE');
FactoryFrame1Green := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME1GREEN');
FactoryFrame2Red := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME2RED');
FactoryFrame2Blue := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME2BLUE');
FactoryFrame2Green := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME2GREEN');
FactoryFrame3Red := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME3RED');
FactorySmoke := LoadWIFBitmap(StrIconBMDir + 'FACTORYSMOKE');
FactoryStackRed := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKRED');
FactoryStackRedDamaged := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKREDDAMAGED');
FactoryStackBlue := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKBLUE');
FactoryStackBlueDamaged := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKBLUEDAMAGED');
FactoryStackGreen := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKGREEN');
FactoryStackBlack := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKBLACK');
MajorCapitalBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MAJORCAPITAL');
MinorCapitalBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MINORCAPITAL');
CityBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'CITY');
MajorPortBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MAJORPORT');
XMajorPortBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'XMAJORPORT');
MajorPortIceBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MAJORPORTICE');
XMajorPortIceBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'XMAJORPORTICE');
MinorPortBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MINORPORT');
MinorPortIceBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MINORPORTICE');
// ****************************************************************************
// Land attack arrow bitmaps (used in DetailedMap with OffsetPt).
// ****************************************************************************
LandAttackBitmaps[0] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 3 arrow');
LandAttackBitmaps[1] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 4 arrow');
LandAttackBitmaps[2] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 5 arrow');
LandAttackBitmaps[3] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 0 arrow');
LandAttackBitmaps[4] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 1 arrow');
LandAttackBitmaps[5] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 2 arrow');
AttackIBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'Invasion');
AttackPBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'Paradrop');
NotionalBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'Notional');
OverstackedBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'Overstacked');
// ****************************************************************************
// Alpine hexside bitmaps
// ****************************************************************************
SAlpBitmap[0] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS0');
SAlpBitmap[1] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS1');
SAlpBitmap[2] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS2');
SAlpBitmap[3] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS3');
SAlpBitmap[4] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS4');
SAlpBitmap[5] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS5');
DAlpBitmap[0] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD0');
DAlpBitmap[1] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD1');
DAlpBitmap[2] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD2');
DAlpBitmap[3] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD3');
DAlpBitmap[4] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD4');
DAlpBitmap[5] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD5');
TAlpBitmap[0] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT0');
TAlpBitmap[1] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT1');
TAlpBitmap[2] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT2');
TAlpBitmap[3] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT3');
TAlpBitmap[4] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT4');
TAlpBitmap[5] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT5');
VAlpBitmap[0] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV0');
VAlpBitmap[1] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV1');
VAlpBitmap[2] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV2');
VAlpBitmap[3] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV3');
VAlpBitmap[4] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV4');
VAlpBitmap[5] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV5');
// ****************************************************************************
// Circle bitmaps for displaying unit factors on counters
// ****************************************************************************
ATRCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'WhiteCircle');
RangeCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'YellowCircle');
RangeCircleChina := LoadWIFTransparentBitmap(StrUnitBMDir + 'YellowCircleChina');
MovePtsCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'OrangeCircle');
ExtendedCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'ExtendedRange');
ExtendedCircleChina := LoadWIFTransparentBitmap(StrUnitBMDir + 'ExtendedRangeChina');
TankBusterCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircle');
TankBusterCircleJapan := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircleJapan');
NightCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'BlackCircle');
TwinCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'WhiteCircle');
FlyingBoatCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'BlueCircle');
LightASWCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'PinkCircle');
HeavyASWCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircle');
HeavyASWCircleJapan := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircleJapan');
ArtilleryCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'GrayCircle');
HeavyAACircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircle');
HeavyAACircleJapan := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircleJapan');
LightAACircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'FuchsiaCircle');
MissileSubCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircle');
LoadFileResource := False;
// ****************************************************************************
// Load the bitmaps for combat and forts from Res file. These are the only 2
// bitmaps which are loaded from the Res file. In all other cases,
// LoadFileResource is True.
// ****************************************************************************
CombatBitmap := LoadWIFTransparentBitmap('COMBAT'); // Flames symbol.
FortBitmap := LoadWIFBitmap('FORT');