Removed draw() calls into the display class

Not needed anymore since per-frame drawing is handled within said class.
This commit is contained in:
Charles Dang 2017-06-14 05:18:32 +11:00
parent 42894f6ac3
commit ea395c1fb5
3 changed files with 2 additions and 3 deletions

View file

@ -315,7 +315,8 @@ void controller_base::play_slice(bool is_delay_enabled)
scrolling_ = true;
}
// be nice when window is not visible // NOTE should be handled by display instead, to only disable drawing
// be nice when window is not visible
// NOTE should be handled by display instead, to only disable drawing
if(is_delay_enabled && !CVideo::get_singleton().window_has_flags(SDL_WINDOW_SHOWN)) {
CVideo::delay(200);
}

View file

@ -100,7 +100,6 @@ void editor_action_item_replace::perform_without_undo(map_context& /*mc*/) const
//
////TODO check if that is useful
//// game_display::get_singleton()->invalidate_item_after_move(loc_, new_loc_);
//// display::get_singleton()->draw();
}
IMPLEMENT_ACTION(item_facing)

View file

@ -3792,7 +3792,6 @@ int game_lua_kernel::intf_teleport(lua_State *L)
}
game_display_->invalidate_unit_after_move(src_loc, vacant_dst);
game_display_->draw();
// Sighted events.
clearer.fire_events();