Author: esr
Date: Fri Jun 22 14:46:50 2007
New Revision: 18378

URL: http://svn.gna.org/viewcvs/wesnoth?rev=18378&view=rev
Log:
Lift another bounds-checking function, and some cosmetic fixes.

Modified:
    trunk/src/display.cpp
    trunk/src/display.hpp

Modified: trunk/src/display.cpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/display.cpp?rev=18378&r1=18377&r2=18378&view=diff
==============================================================================
--- trunk/src/display.cpp (original)
+++ trunk/src/display.cpp Fri Jun 22 14:46:50 2007
@@ -302,6 +302,14 @@
        return gamemap::location(int((x - rect.x)/xdiv),int((y-rect.y)/ydiv));
 }
 
+void map_display::get_visible_hex_bounds(gamemap::location &topleft, 
gamemap::location &bottomright) const
+{
+       SDL_Rect r = map_area();
+       r.x=0;
+       r.y=0;
+       get_rect_hex_bounds(r, topleft, bottomright);
+}
+
 void map_display::screenshot()
 {
        std::string datadir = get_screenshot_dir();
@@ -2129,14 +2137,6 @@
        invalidate_route();
 }
 
-void display::get_visible_hex_bounds(gamemap::location &topleft, 
gamemap::location &bottomright) const
-{
-       SDL_Rect r = map_area();
-       r.x=0;
-       r.y=0;
-       get_rect_hex_bounds(r, topleft, bottomright);
-}
-
 void display::remove_footstep(const gamemap::location& loc)
 {
        const std::vector<gamemap::location>::iterator it = 
std::find(route_.steps.begin(),route_.steps.end(),loc);

Modified: trunk/src/display.hpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/display.hpp?rev=18378&r1=18377&r2=18378&view=diff
==============================================================================
--- trunk/src/display.hpp (original)
+++ trunk/src/display.hpp Fri Jun 22 14:46:50 2007
@@ -129,6 +129,10 @@
        int get_location_y(const gamemap::location& loc) const
                { return map_area().y + (loc.y + 1) * zoom_ - ypos_ + 
(is_odd(loc.x) ? zoom_/2 : 0); }
 
+       //returns the locations of 2 hexes that bind the visible area
+       //of the map.
+       void get_visible_hex_bounds(gamemap::location &topleft, 
gamemap::location &bottomright) const;
+
        //function to make a screenshot and save it in a default location
        void screenshot();
 
@@ -158,13 +162,14 @@
        //the map. Used for special effects like flashes.
        void adjust_colours(int r, int g, int b);
 
-       //function which scrolls the display by xmov,ymov pixels. Invalidation 
and
-       //redrawing will be scheduled.
+       //function which scrolls the display by xmov,ymov
+       //pixels. Invalidation and redrawing will be scheduled.
        void scroll(int xmov, int ymov);
 
-       // Zooms the display by the specified amount. Negative values zoom out.
-       // Note the amount should be a multiple of four otherwise the images 
might
-       // start to look odd. (hex_width() gets rounding errors)
+       // Zooms the display by the specified amount. Negative values
+       // zoom out.  Note the amount should be a multiple of four
+       // otherwise the images might start to look odd. (hex_width()
+       // gets rounding errors)
        void set_zoom(int amount);
 
        // sets the zoom amount to the default.
@@ -182,15 +187,18 @@
        //is not guaranteed.
        void scroll_to_tiles(const gamemap::location& loc1, const 
gamemap::location& loc2,
                             SCROLL_TYPE scroll_type=ONSCREEN, bool 
check_fogged=true);
-       //scrolls to the leader of a certain side. This will normally be the 
playing team.
+
+       //scrolls to the leader of a certain side. This will normally
+       //be the playing team.
        void scroll_to_leader(unit_map& units, int side);
 
        //invalidates entire screen, including all tiles and sidebar.
        void redraw_everything();
 
-       //debug function to toggle the "sunset" mode
-       //the map area become progressively darker except where hexes are 
refreshed
-       //delay it's the number of frames between each darkening (0 to toggle)
+       //debug function to toggle the "sunset" mode the map area
+       //become progressively darker except where hexes are refreshed
+       //delay it's the number of frames between each darkening (0 to
+       //toggle)
        void sunset(const size_t delay = 0);
 
        void flip();
@@ -200,17 +208,17 @@
        //even if running behind.
        void draw(bool update=true,bool force=false);
 
-       //function to display a location as selected. If a unit is in the 
location,
-       //and there is no unit in the currently highlighted hex, the unit will 
be
-       //displayed in the sidebar.
+       //function to display a location as selected. If a unit is in
+       //the location, and there is no unit in the currently
+       //highlighted hex, the unit will be displayed in the sidebar.
        void select_hex(gamemap::location hex);
        const gamemap::location& selected_hex() { return selectedHex_; }
        const gamemap::location& mouseover_hex() { return mouseoverHex_; }
 
-       //function to highlight a location. If a unit is in the location, it 
will
-       //be displayed in the sidebar. Selection is used when a unit has been
-       //clicked on, while highlighting is used when a location has been moused
-       //over
+       //function to highlight a location. If a unit is in the
+       //location, it will be displayed in the sidebar. Selection is
+       //used when a unit has been clicked on, while highlighting is
+       //used when a location has been moused over
        void highlight_hex(gamemap::location hex);
 
        //sets the paths that are currently displayed as available for the unit
@@ -228,9 +236,6 @@
        //unit. If NULL, no route is displayed.
        //route does not have to remain valid after being set
        void set_route(const paths::route* route);
-
-       //returns the locations of 2 hexes that bind the visible area of the 
map.
-       void get_visible_hex_bounds(gamemap::location &topleft, 
gamemap::location &bottomright) const;
 
        //function to remove a footstep from a specific location
        void remove_footstep(const gamemap::location& loc);


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