Draw map background in SDL_gpu builds.
Not yet perfect as the texture refuses to repeat vertically. Not sure why.
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1 changed files with 17 additions and 0 deletions
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@ -1591,6 +1591,18 @@ void display::draw_panel_image(SDL_Rect *clip)
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}
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#endif
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#ifdef SDL_GPU
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static void draw_background(CVideo &video, const SDL_Rect& area, const std::string& image)
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{
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sdl::timage img(image::get_texture(image));
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if (img.null()) {
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return;
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}
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img.set_wrap(GPU_WRAP_REPEAT, GPU_WRAP_REPEAT);
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img.set_clip(sdl::create_rect(0, 0, area.w, area.h));
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video.draw_texture(img, area.x, area.y);
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}
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#else
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static void draw_background(surface screen, const SDL_Rect& area, const std::string& image)
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{
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const surface background(image::get_image(image));
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@ -1610,6 +1622,7 @@ static void draw_background(surface screen, const SDL_Rect& area, const std::str
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}
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}
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}
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#endif
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//TODO: convert this to use sdl::ttexture
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void display::draw_text_in_hex(const map_location& loc,
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@ -1787,9 +1800,13 @@ void display::draw_init()
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if(redraw_background_) {
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// Full redraw of the background
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const SDL_Rect clip_rect = map_outside_area();
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#ifdef SDL_GPU
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draw_background(screen_, clip_rect, theme_.border().background_image);
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#else
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const surface screen = get_screen_surface();
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clip_rect_setter set_clip_rect(screen, &clip_rect);
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draw_background(screen, clip_rect, theme_.border().background_image);
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#endif
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update_rect(clip_rect);
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redraw_background_ = false;
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