Virtualize some map_display methods.

According to alink, this should fix some breakage in shroud/fog
effects.
This commit is contained in:
Eric S. Raymond 2007-06-24 22:11:24 +00:00
parent 30b192a6b4
commit bb5a36ab2d

View file

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