{
int i;
+ if (!hasColorTemplate_BD())
+ {
+ int font_nr = FONT_TEXT_1;
+ int font_height = getFontHeight(font_nr);
+ int yoffset_above = font_height + ED_GADGET_LINE_DISTANCE;
+ int xpos = ED_ENGINE_SETTINGS_X(0);
+ int ypos = ED_ENGINE_SETTINGS_Y(0);
+
+ PrintInfoText("No level specific colors available.", font_nr, xpos, ypos - yoffset_above);
+ PrintInfoText("(Not supported by graphics set.)", font_nr, xpos, ypos);
+
+ return;
+ }
+
if (bd_color_type_changed)
{
if (level.bd_color_type != GD_COLOR_TYPE_RGB && level.bd_color_type != GetCommonColorType_BD())
return has_c64_colors;
}
+boolean gd_bitmap_has_c64_colors(Bitmap *bitmap)
+{
+ return surface_has_c64_colors(bitmap->surface);
+}
+
// sets one of the colors in the indexed palette of an sdl surface to a GdColor.
static void set_surface_palette_color(SDL_Surface *surface, int index, GdColor col)
{
void gd_init_play_area(void);
+boolean gd_bitmap_has_c64_colors(Bitmap *bitmap);
void gd_prepare_tile_bitmap(GdCave *cave, Bitmap *bitmap, int scale_down_factor);
void gd_set_tile_bitmap_reference(Bitmap *bitmap);
Bitmap *gd_get_tile_bitmap(Bitmap *bitmap);
boolean use_bd_up_down_graphics(void);
boolean use_bd_falling_sounds(void);
+boolean hasColorTemplate_BD(void);
+
Bitmap **GetTitleScreenBitmaps_BD(void);
void CoverScreen_BD(void);
(setup.bd_falling_sounds == STATE_AUTO && game.use_native_bd_sound_engine));
}
+boolean hasColorTemplate_BD(void)
+{
+ return gd_bitmap_has_c64_colors(graphic_info_bd_color_template.bitmap);
+}
+
Bitmap **GetTitleScreenBitmaps_BD(void)
{
Bitmap **title_screen_bitmaps = gd_get_title_screen_bitmaps();