Added the bottom and top fade out, the corners aren't done yet.
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595c9cc145
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4d98cedd3d
5 changed files with 16 additions and 6 deletions
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data/core/images/terrain/off-map/fade_border_bottom_even.png
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data/core/images/terrain/off-map/fade_border_bottom_even.png
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data/core/images/terrain/off-map/fade_border_bottom_odd.png
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data/core/images/terrain/off-map/fade_border_bottom_odd.png
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data/core/images/terrain/off-map/fade_border_top_even.png
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data/core/images/terrain/off-map/fade_border_top_even.png
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data/core/images/terrain/off-map/fade_border_top_odd.png
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data/core/images/terrain/off-map/fade_border_top_odd.png
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@ -544,21 +544,25 @@ void game_display::draw(bool update,bool force)
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SDL_BlitSurface( border, NULL, screen_.getSurface(), &rect);
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#endif
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#if 0
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} else if(it->y == -1) {
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// get the rendered part
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SDL_Rect rect;// = { xpos, ypos + ((it->x%2 == 1) ? 0 : zoom_/2), zoom_, zoom_/2 } ;
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surface border;
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if(it->x%2 == 1) {
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rect.x = xpos;
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rect.y = ypos;
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rect.w = zoom_;
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rect.h = zoom_/2;
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border = image::get_image("terrain/off-map/fade_border_top_odd.png", image::SCALED_TO_ZOOM);
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} else {
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rect.x = xpos + zoom_/4;
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rect.x = xpos /*+ zoom_/4*/;
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rect.y = ypos + zoom_/2;
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rect.w = zoom_/2;
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rect.w = zoom_/*/2*/;
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rect.h = zoom_/2;
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border = image::get_image("terrain/off-map/fade_border_top_even.png", image::SCALED_TO_ZOOM);
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}
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SDL_BlitSurface( border, NULL, screen_.getSurface(), &rect);
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#if 0
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surface buffer(get_surface_portion(screen_.getSurface(), rect));
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@ -569,21 +573,27 @@ void game_display::draw(bool update,bool force)
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// put the image back
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SDL_BlitSurface( buffer, NULL, screen_.getSurface(), &rect);
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#endif
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} else if(it->y == map_.y()) {
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// get the rendered part
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SDL_Rect rect;// = { xpos, ypos + ((it->x%2 == 1) ? 0 : zoom_/2), zoom_, zoom_/2 } ;
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surface border;
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if(it->x%2 == 1) {
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rect.x = xpos + zoom_/4;
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rect.x = xpos /*+ zoom_/4*/;
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rect.y = ypos;
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rect.w = zoom_/2;
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rect.w = zoom_/*/2*/;
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rect.h = zoom_/2;
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border = image::get_image("terrain/off-map/fade_border_bottom_odd.png", image::SCALED_TO_ZOOM);
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} else {
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rect.x = xpos;
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rect.y = ypos + zoom_/2;
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rect.w = zoom_;
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rect.h = zoom_/2;
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border = image::get_image("terrain/off-map/fade_border_bottom_even.png", image::SCALED_TO_ZOOM);
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}
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SDL_BlitSurface( border, NULL, screen_.getSurface(), &rect);
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#if 0
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surface buffer(get_surface_portion(screen_.getSurface(), rect));
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// apply the alpha
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