editor2: more pronounced selection display

Draw a bold grid around selected hexes instead of just highlighting
them. Should be very noticeable both with and without the standard
grid active.
This commit is contained in:
Tomasz Śniatowski 2008-08-21 01:02:44 +01:00
parent 7e8d200ef9
commit cb652e672a
4 changed files with 18 additions and 1 deletions

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After

Width:  |  Height:  |  Size: 1.9 KiB

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@ -96,7 +96,6 @@ void editor_action_area::extend(const editor_map& map, const std::set<gamemap::l
void editor_action_paste::extend(const editor_map& map, const std::set<gamemap::location>& locs)
{
LOG_ED << "Area extend\n";
paste_.add_tiles(map, locs);
}
editor_action_paste* editor_action_paste::perform(map_context& mc) const

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@ -75,6 +75,21 @@ image::TYPE editor_display::get_image_type(const gamemap::location& loc)
return image::SCALED_TO_HEX;
}
void editor_display::draw_hex(const gamemap::location& loc)
{
const bool on_map = map_.on_board(loc);
const bool is_shrouded = shrouded(loc);
int xpos = get_location_x(loc);
int ypos = get_location_y(loc);
int drawing_order = gamemap::get_drawing_order(loc);
tblit blit(xpos, ypos);
display::draw_hex(loc);
if (on_map && map().in_selection(loc)) {
drawing_buffer_add(LAYER_FOG_SHROUD, drawing_order, tblit(xpos, ypos,
image::get_image("editor/selection-overlay.png", image::SCALED_TO_HEX)));
}
}
const SDL_Rect& editor_display::get_clip_rect()
{
return map_outside_area();

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@ -40,6 +40,9 @@ protected:
* The editor uses different rules for terrain highligting (e.g. selections)
*/
image::TYPE get_image_type(const gamemap::location& loc);
void draw_hex(const gamemap::location& loc);
const SDL_Rect& get_clip_rect();
void draw_sidebar();