Virtualize some map_display methods.
According to alink, this should fix some breakage in shroud/fog effects.
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1 changed files with 4 additions and 4 deletions
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@ -55,7 +55,7 @@ class map_display
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public:
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map_display(CVideo& video, const gamemap& map, const config& theme_cfg,
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const config& cfg, const config& level);
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~map_display();
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virtual ~map_display();
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static Uint32 rgb(Uint8 red, Uint8 green, Uint8 blue)
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{ return 0xFF000000 | (red << 16) | (green << 8) | blue; }
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@ -146,9 +146,9 @@ public:
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void create_buttons();
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// Will be overridden in the display subclass
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bool fogged(const gamemap::location& loc UNUSED) const {return false;};
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bool shrouded(const gamemap::location& loc UNUSED) const {return false;};
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void invalidate(const gamemap::location& loc) {invalidated_.insert(loc);};
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virtual bool fogged(const gamemap::location& loc UNUSED) const {return false;};
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virtual bool shrouded(const gamemap::location& loc UNUSED) const {return false;};
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virtual void invalidate(const gamemap::location& loc) {invalidated_.insert(loc);};
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//debug function to toggle the "sunset" mode the map area
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//become progressively darker except where hexes are refreshed
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