Author: alink
Date: Mon May 26 02:49:51 2008
New Revision: 26864
URL: http://svn.gna.org/viewcvs/wesnoth?rev=26864&view=rev
Log:
Fix missing mouseover brightening for fog and shroud
(the highlighted hex was hard to see under fog, now almost too much visible)
Modified:
trunk/src/game_display.cpp
Modified: trunk/src/game_display.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/game_display.cpp?rev=26864&r1=26863&r2=26864&view=diff
==============================================================================
--- trunk/src/game_display.cpp (original)
+++ trunk/src/game_display.cpp Mon May 26 02:49:51 2008
@@ -418,7 +418,7 @@
// Draw cross images for debug highlights
if(game_config::debug && debugHighlights_.count(*it)) {
drawing_buffer_add(LAYER_TERRAIN_TMP_BG,
drawing_order, tblit(xpos, ypos,
-
image::get_image(game_config::cross_image, image::SCALED_TO_HEX)));
+
image::get_image(game_config::cross_image, image::UNMASKED)));
}
// Add the top layer overlay surfaces
@@ -453,15 +453,15 @@
// We apply void also on off-map tiles
// to shroud the half-hexes too
drawing_buffer_add(LAYER_FOG_SHROUD,
drawing_order, tblit(xpos, ypos,
- image::get_image(shroud_image,
image::SCALED_TO_HEX)));
+ image::get_image(shroud_image,
image_type)));
} else if(fogged(*it)) {
drawing_buffer_add(LAYER_FOG_SHROUD,
drawing_order, tblit(xpos, ypos,
- image::get_image(fog_image,
image::SCALED_TO_HEX)));
+ image::get_image(fog_image,
image_type)));
}
if(!is_shrouded) {
drawing_buffer_add(LAYER_FOG_SHROUD,
drawing_order, tblit(xpos, ypos,
- get_terrain_images(*it, tod.id,
image::SCALED_TO_HEX, ADJACENT_FOGSHROUD)));
+ get_terrain_images(*it, tod.id,
image_type, ADJACENT_FOGSHROUD)));
}
// Linger overlay unconditionally otherwise it might
give glitches
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