Lift the grid_ member and fix some comments.
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fbc7114fd6
commit
a8fd00366d
2 changed files with 26 additions and 19 deletions
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@ -68,7 +68,7 @@ map_display::map_display(CVideo& video, const gamemap& map, const config& theme_
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theme_(theme_cfg,screen_area()), zoom_(DefaultZoom),
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builder_(cfg, level, map),
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minimap_(NULL), redrawMinimap_(false), redraw_background_(true),
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invalidateAll_(true),
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invalidateAll_(true), grid_(false),
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fps_handle_(0)
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{
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if(non_interactive()) {
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@ -768,8 +768,10 @@ void map_display::draw_text_in_hex(const gamemap::location& loc, const std::stri
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void display::draw_movement_info(const gamemap::location& loc)
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{
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//check if there is a path and if we are not at its start because
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//we don't want to display movement info on the unit's hex (useless and unreadable)
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//check if there is a path and if we are not at its start
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//because we don't want to display movement info on the unit's
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//hex (useless and unreadable)
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if (route_.steps.empty() || route_.steps.front() == loc) return;
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//search if there is a turn waypoint here
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@ -822,7 +824,7 @@ display::display(unit_map& units, CVideo& video, const gamemap& map,
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invalidateUnit_(true),
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invalidateGameStatus_(true), panelsDrawn_(false),
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currentTeam_(0), activeTeam_(0),
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turbo_speed_(2), turbo_(false), grid_(false), sidebarScaling_(1.0),
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turbo_speed_(2), turbo_(false), sidebarScaling_(1.0),
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first_turn_(true), in_game_(false), map_labels_(*this,map, 0),
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tod_hex_mask1(NULL), tod_hex_mask2(NULL), reach_map_changed_(true),
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diagnostic_label_(0)
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@ -1203,9 +1205,9 @@ void display::scroll_to_leader(unit_map& units, int side)
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const unit_map::iterator leader = find_leader(units,side);
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if(leader != units_.end()) {
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/* YogiHH: I can't see why we need another key_handler here, therefore
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i will comment it out
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const hotkey::basic_handler key_events_handler(gui_);
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/* YogiHH: I can't see why we need another key_handler
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here, therefore i will comment it out const
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hotkey::basic_handler key_events_handler(gui_);
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*/
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scroll_to_tile(leader->first, ONSCREEN);
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}
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@ -1423,10 +1425,12 @@ void display::draw(bool update,bool force)
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// set the theortical next draw time
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nextDraw_ += time_between_draws;
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// if the next draw already should have been finished we'll enter an
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// update frenzy, so make sure that the too late value doesn't keep
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// growing. Note if force is used too often we can also get the
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// opposite effect.
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// if the next draw already should have been finished
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// we'll enter an update frenzy, so make sure that the
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// too late value doesn't keep growing. Note if force
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// is used too often we can also get the opposite
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// effect.
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nextDraw_ = maximum<int>(nextDraw_, SDL_GetTicks());
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}
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}
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@ -37,7 +37,7 @@ class unit_map;
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#include <set>
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#include <string>
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//display: class which takes care of displaying the map and
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//map_display and display: classes which take care of displaying the map and
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//game-data on the screen.
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//
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//the display is divided into two main sections: the game area,
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@ -50,6 +50,7 @@ class unit_map;
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// currently moused over (highlighted)
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// - the unit status, which displays an image for, and stats for, the
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// current unit.
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class map_display
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{
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public:
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@ -133,6 +134,10 @@ public:
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int get_location_y(const gamemap::location& loc) const
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{ return map_area().y + (loc.y + 1) * zoom_ - ypos_ + (is_odd(loc.x) ? zoom_/2 : 0); }
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//function which determines whether a grid should be overlayed on the
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//game board to more clearly show where hexes are.
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void set_grid(const bool grid) { grid_ = grid; }
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//returns the locations of 2 hexes that bind the visible area
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//of the map.
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void get_visible_hex_bounds(gamemap::location &topleft, gamemap::location &bottomright) const;
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@ -188,6 +193,7 @@ protected:
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bool redrawMinimap_;
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bool redraw_background_;
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bool invalidateAll_;
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bool grid_;
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// Not set by the initializer
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std::vector<gui::button> buttons_;
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std::set<gamemap::location> invalidated_;
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@ -403,12 +409,9 @@ public:
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//Delay routines: use these not SDL_Delay (for --nogui).
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void delay(unsigned int milliseconds) const;
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//function which determines whether a grid should be overlayed on the
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//game board to more clearly show where hexes are.
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void set_grid(const bool grid) { grid_ = grid; }
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//a debug highlight draws a cross on a tile to emphasize something there.
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//it is used in debug mode, typically to show AI plans.
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//a debug highlight draws a cross on a tile to emphasize
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//something there. it is used in debug mode, typically to
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//show AI plans.
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static void debug_highlight(const gamemap::location& loc, fixed_t amount);
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static void clear_debug_highlights() { debugHighlights_.clear(); }
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@ -562,7 +565,7 @@ private:
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size_t currentTeam_, activeTeam_;
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double turbo_speed_;
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bool turbo_, grid_;
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bool turbo_;
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double sidebarScaling_;
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bool first_turn_, in_game_;
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