Fixed bug #12386:
Background glitch when changing from windowed to fullscreen mode and vice versa.
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aec94b812f
commit
39efc08b48
5 changed files with 9 additions and 4 deletions
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@ -968,6 +968,7 @@ void display::draw_report(reports::TYPE report_num)
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}
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}
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#if 0
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void display::draw_unit_details(int x, int y, const gamemap::location& loc,
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const unit& u, SDL_Rect& description_rect, int profilex, int profiley,
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SDL_Rect* clip_rect)
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@ -1102,6 +1103,7 @@ void display::draw_unit_details(int x, int y, const gamemap::location& loc,
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update_rect(profilex,profiley,profilew,profileh);
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}
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}
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#endif
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void display::draw_minimap(int x, int y, int w, int h)
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{
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@ -240,6 +240,7 @@ public:
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//function to serialize overlay data
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void write_overlays(config& cfg) const;
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#if 0
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//function which draws the details of the unit at the given location, at
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//(x,y) on-screen. xprofile and yprofile are the size of the unit's image.
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//this function is suitable for drawing a unit's details on the sidebar,
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@ -248,6 +249,7 @@ public:
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void draw_unit_details(int x, int y, const gamemap::location& loc,
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const unit& u, SDL_Rect& description_rect,
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int xprofile,int yprofile,SDL_Rect* clip_rect=NULL);
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#endif
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//function which copies the backbuffer to the framebuffer.
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void update_display();
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@ -434,7 +434,8 @@ bool theme::set_resolution(const SDL_Rect& screen)
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const config::child_list& resolutions = cfg_.get_children("resolution");
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int current_rating = 1000000;
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config::child_list::const_iterator i, current = resolutions.end();
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config::child_list::const_iterator i;
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config::child_list::const_iterator current = resolutions.end();
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for(i = resolutions.begin(); i != resolutions.end(); ++i) {
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const int width = atoi((**i)["width"].c_str());
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const int height = atoi((**i)["height"].c_str());
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@ -120,9 +120,9 @@ surface get_video_surface()
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return frameBuffer;
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}
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const SDL_Rect& screen_area()
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SDL_Rect screen_area()
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{
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static const SDL_Rect res = {0,0,frameBuffer->w,frameBuffer->h};
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const SDL_Rect res = {0,0,frameBuffer->w,frameBuffer->h};
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return res;
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}
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@ -23,7 +23,7 @@
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surface display_format_alpha(surface surf);
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surface get_video_surface();
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const SDL_Rect& screen_area();
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SDL_Rect screen_area();
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bool non_interactive();
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