Fix missing mouseover brightening for fog and shroud
(the highlighted hex was hard to see under fog, now almost too much visible)
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c79a77e29b
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1 changed files with 4 additions and 4 deletions
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@ -418,7 +418,7 @@ void game_display::draw(bool update,bool force)
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// Draw cross images for debug highlights
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if(game_config::debug && debugHighlights_.count(*it)) {
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drawing_buffer_add(LAYER_TERRAIN_TMP_BG, drawing_order, tblit(xpos, ypos,
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image::get_image(game_config::cross_image, image::SCALED_TO_HEX)));
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image::get_image(game_config::cross_image, image::UNMASKED)));
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}
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// Add the top layer overlay surfaces
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@ -453,15 +453,15 @@ void game_display::draw(bool update,bool force)
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// We apply void also on off-map tiles
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// to shroud the half-hexes too
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drawing_buffer_add(LAYER_FOG_SHROUD, drawing_order, tblit(xpos, ypos,
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image::get_image(shroud_image, image::SCALED_TO_HEX)));
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image::get_image(shroud_image, image_type)));
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} else if(fogged(*it)) {
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drawing_buffer_add(LAYER_FOG_SHROUD, drawing_order, tblit(xpos, ypos,
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image::get_image(fog_image, image::SCALED_TO_HEX)));
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image::get_image(fog_image, image_type)));
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}
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if(!is_shrouded) {
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drawing_buffer_add(LAYER_FOG_SHROUD, drawing_order, tblit(xpos, ypos,
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get_terrain_images(*it, tod.id, image::SCALED_TO_HEX, ADJACENT_FOGSHROUD)));
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get_terrain_images(*it, tod.id, image_type, ADJACENT_FOGSHROUD)));
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}
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// Linger overlay unconditionally otherwise it might give glitches
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