Renamed fill_rect fill_surface_rect to better distinguish it
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4b95691660
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078a4f6a64
6 changed files with 10 additions and 10 deletions
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@ -2631,7 +2631,7 @@ void display::draw_hex(const map_location& loc) {
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surface text = font::get_rendered_text(lexical_cast<std::string>(loc), font::SIZE_SMALL, font::NORMAL_COLOR);
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surface bg = create_neutral_surface(text->w, text->h);
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SDL_Rect bg_rect {0, 0, text->w, text->h};
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sdl::fill_rect(bg, &bg_rect, 0xaa000000);
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sdl::fill_surface_rect(bg, &bg_rect, 0xaa000000);
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off_x -= text->w / 2;
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off_y -= text->h / 2;
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if (draw_terrain_codes_) {
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@ -2649,7 +2649,7 @@ void display::draw_hex(const map_location& loc) {
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surface text = font::get_rendered_text(lexical_cast<std::string>(get_map().get_terrain(loc)), font::SIZE_SMALL, font::NORMAL_COLOR);
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surface bg = create_neutral_surface(text->w, text->h);
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SDL_Rect bg_rect {0, 0, text->w, text->h};
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sdl::fill_rect(bg, &bg_rect, 0xaa000000);
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sdl::fill_surface_rect(bg, &bg_rect, 0xaa000000);
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off_x -= text->w / 2;
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off_y -= text->h / 2;
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if (draw_coordinates_ && !draw_num_of_bitmaps_) {
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@ -2666,7 +2666,7 @@ void display::draw_hex(const map_location& loc) {
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surface text = font::get_rendered_text(lexical_cast<std::string>(num_images_bg + num_images_fg), font::SIZE_SMALL, font::NORMAL_COLOR);
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surface bg = create_neutral_surface(text->w, text->h);
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SDL_Rect bg_rect {0, 0, text->w, text->h};
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sdl::fill_rect(bg, &bg_rect, 0xaa000000);
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sdl::fill_surface_rect(bg, &bg_rect, 0xaa000000);
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off_x -= text->w / 2;
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off_y -= text->h / 2;
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if (draw_coordinates_) {
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@ -111,7 +111,7 @@ surface floating_label::create_surface()
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}
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Uint32 color = SDL_MapRGBA(foreground->format, bgcolor_.r,bgcolor_.g, bgcolor_.b, bgalpha_);
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sdl::fill_rect(background,nullptr, color);
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sdl::fill_surface_rect(background,nullptr, color);
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// we make the text less transparent, because the blitting on the
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// dark background will darken the anti-aliased part.
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@ -129,7 +129,7 @@ surface floating_label::create_surface()
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// background is blurred shadow of the text
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surface background = create_neutral_surface
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(foreground->w + 4, foreground->h + 4);
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sdl::fill_rect(background, nullptr, 0);
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sdl::fill_surface_rect(background, nullptr, 0);
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SDL_Rect r { 2, 2, 0, 0 };
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sdl_blit(foreground, nullptr, background, &r);
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background = shadow_image(background);
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@ -231,7 +231,7 @@ surface getMinimap(int w, int h, const gamemap &map, const team *vw, const std::
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}
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SDL_Rect fillrect {maprect.x, maprect.y, scale * 3/4, scale};
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const Uint32 mapped_col = SDL_MapRGB(minimap->format,col.r,col.g,col.b);
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sdl::fill_rect(minimap, &fillrect, mapped_col);
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sdl::fill_surface_rect(minimap, &fillrect, mapped_col);
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}
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}
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@ -271,7 +271,7 @@ surface getMinimap(int w, int h, const gamemap &map, const team *vw, const std::
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};
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const Uint32 mapped_col = SDL_MapRGB(minimap->format,col.r,col.g,col.b);
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sdl::fill_rect(minimap, &fillrect, mapped_col);
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sdl::fill_surface_rect(minimap, &fillrect, mapped_col);
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}
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@ -111,7 +111,7 @@ void fill_rectangle(const SDL_Rect& rect, const color_t& color);
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* @param dst_rect The rectangle to fill.
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* @param color Color of the rectangle.
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*/
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inline void fill_rect(surface& dst, SDL_Rect* dst_rect, const Uint32 color)
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inline void fill_surface_rect(surface& dst, SDL_Rect* dst_rect, const Uint32 color)
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{
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SDL_FillRect(dst, dst_rect, color);
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}
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@ -2204,7 +2204,7 @@ void draw_centered_on_background(surface surf, const SDL_Rect& rect, const color
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Uint32 col = SDL_MapRGBA(target->format, color.r, color.g, color.b, color.a);
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//TODO: only draw background outside the image
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SDL_Rect r = rect;
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sdl::fill_rect(target, &r, col);
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sdl::fill_surface_rect(target, &r, col);
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if (surf != nullptr) {
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r.x = rect.x + (rect.w-surf->w)/2;
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@ -399,7 +399,7 @@ void unit_drawer::draw_bar(const std::string& image, int xpos, int ypos,
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const Uint8 r_alpha = std::min<unsigned>(unsigned(fxpmult(alpha,255)),255);
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surface filled_surf = create_compatible_surface(bar_surf, bar_loc.w, height - unfilled);
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SDL_Rect filled_area = sdl::create_rect(0, 0, bar_loc.w, height-unfilled);
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sdl::fill_rect(filled_surf,&filled_area,SDL_MapRGBA(bar_surf->format,col.r,col.g,col.b, r_alpha));
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sdl::fill_surface_rect(filled_surf,&filled_area,SDL_MapRGBA(bar_surf->format,col.r,col.g,col.b, r_alpha));
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disp.drawing_buffer_add(display::LAYER_UNIT_BAR, loc, xpos + bar_loc.x, ypos + bar_loc.y + unfilled, filled_surf);
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}
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}
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