Fix missing mouseover brightening for fog and shroud

(the highlighted hex was hard to see under fog, now almost too much visible)
This commit is contained in:
Ali El Gariani 2008-05-26 00:49:51 +00:00
parent c79a77e29b
commit b9945bfb8d

View file

@ -418,7 +418,7 @@ void game_display::draw(bool update,bool force)
// Draw cross images for debug highlights
if(game_config::debug && debugHighlights_.count(*it)) {
drawing_buffer_add(LAYER_TERRAIN_TMP_BG, drawing_order, tblit(xpos, ypos,
image::get_image(game_config::cross_image, image::SCALED_TO_HEX)));
image::get_image(game_config::cross_image, image::UNMASKED)));
}
// Add the top layer overlay surfaces
@ -453,15 +453,15 @@ void game_display::draw(bool update,bool force)
// We apply void also on off-map tiles
// to shroud the half-hexes too
drawing_buffer_add(LAYER_FOG_SHROUD, drawing_order, tblit(xpos, ypos,
image::get_image(shroud_image, image::SCALED_TO_HEX)));
image::get_image(shroud_image, image_type)));
} else if(fogged(*it)) {
drawing_buffer_add(LAYER_FOG_SHROUD, drawing_order, tblit(xpos, ypos,
image::get_image(fog_image, image::SCALED_TO_HEX)));
image::get_image(fog_image, image_type)));
}
if(!is_shrouded) {
drawing_buffer_add(LAYER_FOG_SHROUD, drawing_order, tblit(xpos, ypos,
get_terrain_images(*it, tod.id, image::SCALED_TO_HEX, ADJACENT_FOGSHROUD)));
get_terrain_images(*it, tod.id, image_type, ADJACENT_FOGSHROUD)));
}
// Linger overlay unconditionally otherwise it might give glitches