Restore fog and reachmap highlights to minimap
I don't like this solution, but it's the quickest way to get the effect back without A: having to deal with surfaces B: having to fiddle with color blend modes C: having to apply the effect both to the base and the overlays (the old surface impl continuously blit a single surface together so it could just adjust the final product once)
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3 changed files with 14 additions and 1 deletions
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data/core/images/terrain/minimap-fog.png
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data/core/images/terrain/minimap-fog.png
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data/core/images/terrain/minimap-highlight.png
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data/core/images/terrain/minimap-highlight.png
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@ -131,7 +131,6 @@ std::function<rect(rect)> prep_minimap_for_rendering(
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const std::string base_file = "terrain/" + terrain_info.minimap_image() + ".png";
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const texture& tile = image::get_texture(base_file); // image::HEXED
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// TODO: handle fog (was a -50, -50, -50 adjust) and highlight (was a 50, 50, 50 adjust).
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draw::blit(tile, dest);
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// NOTE: we skip the overlay when base is missing (to avoid hiding the error)
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@ -144,6 +143,20 @@ std::function<rect(rect)> prep_minimap_for_rendering(
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// TODO: crop/center overlays?
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draw::blit(overlay, dest);
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}
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// FIXME: use shaders instead of textures for this once we can actually do that
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if(fogged(loc)) {
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// Hex-shaped texture to apply #000000 at 40% opacity
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static const texture fog_overlay = image::get_texture("terrain/minimap-fog.png");
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draw::blit(fog_overlay, dest);
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}
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if(highlighted) {
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// Hex-shaped texture to apply #ffffff at 40% opacity
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static const texture fog_overlay = image::get_texture("terrain/minimap-highlight.png");
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draw::blit(fog_overlay, dest);
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}
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}
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} else {
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//
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