Display: restored background drawing
I think we indeed want this to be handled here, since it's the gamemap background, not the UI's background. Made it a class member.
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2 changed files with 9 additions and 7 deletions
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@ -1020,9 +1020,11 @@ void display::draw_all_panels()
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}
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}
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#if 0
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static void draw_background(const SDL_Rect& area, const std::string& image)
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void display::draw_background()
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{
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const std::string& image = theme_.border().background_image;
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SDL_Rect area = map_outside_area();
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// No background image, just fill in black.
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if(image.empty()) {
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sdl::fill_rectangle(area, color_t(0, 0, 0));
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@ -1035,10 +1037,8 @@ static void draw_background(const SDL_Rect& area, const std::string& image)
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}
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// TODO: should probably tile this as before.
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SDL_Rect a = area;
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CVideo::get_singleton().render_copy(background, nullptr, &a);
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video_.render_copy(background, nullptr, &area);
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}
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#endif
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int display::draw_text_in_hex(const map_location& loc,
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const std::string& text,
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@ -2515,8 +2515,7 @@ void display::draw()
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pre_draw();
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// Draw theme background.
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//const SDL_Rect outside_area = map_outside_area();
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//draw_background(outside_area, theme_.border().background_image);
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draw_background();
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// Progress animations.
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invalidate_animations();
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@ -857,6 +857,9 @@ protected:
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private:
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enum TERRAIN_TYPE { FOREGROUND, BACKGROUND };
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/** Draws the background behind the gamemap. */
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void draw_background();
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/** Draws the visible map hex terrains. Used by @ref draw_gamemap. */
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void draw_visible_hexes(const rect_of_hexes& visible_hexes, TERRAIN_TYPE layer);
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