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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