Simplify previous commit, now never decapitate
but simply draw the mouseover golden hex under fog/shroud as 1.8 does. A bit less visible under fog, but not important and give a visual cue for terrain where it's not clear if fogged or not (like water)
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a5dd484e31
commit
d55e309546
2 changed files with 3 additions and 9 deletions
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@ -2087,18 +2087,12 @@ void display::draw_hex(const map_location& loc) {
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image::get_image(fog_image, image_type)));
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}
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bool has_fog_shroud = fogged(loc);
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if(!shrouded(loc)) {
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const std::vector<surface>& fog_shroud = get_fog_shroud_images(loc, image_type);
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has_fog_shroud |= !fog_shroud.empty();
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drawing_buffer_add(LAYER_FOG_SHROUD, loc, tblit(xpos, ypos, fog_shroud));
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drawing_buffer_add(LAYER_FOG_SHROUD, loc, tblit(xpos, ypos, get_fog_shroud_images(loc, image_type)));
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}
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if(on_map && loc == mouseoverHex_) {
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//when fogged we draw top part above fog (no visible unit to decapitate)
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drawing_buffer_add(
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has_fog_shroud ? LAYER_MOUSEOVER_BOTTOM : LAYER_MOUSEOVER_TOP,
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drawing_buffer_add(LAYER_MOUSEOVER_TOP,
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loc, tblit(xpos, ypos, image::get_image("misc/hover-hex-top.png", image::SCALED_TO_HEX)));
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drawing_buffer_add(LAYER_MOUSEOVER_BOTTOM,
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loc, tblit(xpos, ypos, image::get_image("misc/hover-hex-bottom.png", image::SCALED_TO_HEX)));
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@ -674,11 +674,11 @@ public:
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LAYER_UNIT_MISSILE_DEFAULT = LAYER_UNIT_FIRST+90, /**< default layer for missile frames*/
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LAYER_UNIT_LAST=LAYER_UNIT_FIRST+100,
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LAYER_REACHMAP, /**< "black stripes" on unreachable hexes. */
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LAYER_MOUSEOVER_BOTTOM, /**< Bottom half of image following the mouse */
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LAYER_FOG_SHROUD, /**< Fog and shroud. */
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LAYER_ARROWS, /**< Arrows from the arrows framework. Used for planned moves display. */
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LAYER_ACTIONS_NUMBERING, /**< Move numbering for the whiteboard. */
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LAYER_SELECTED_HEX, /**< Image on the selected unit */
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LAYER_MOUSEOVER_BOTTOM, /**< Bottom half of image following the mouse */
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LAYER_ATTACK_INDICATOR, /**< Layer which holds the attack indicator. */
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LAYER_UNIT_BAR, /**<
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* Unit bars and overlays are drawn on this
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