...once in that function and once in the following draw(). I don't
think this is necessary, and it's in the way of my refactoring
project.
Suspect this commit if we start to have glitches in updates of the
report fields on screen.
So now we'll do it the slow step-by-step way, starting by subclassing
display from an empty superclass and moving a little bit of stuff up
before each test.
* upon scrolling the background static (so maps scrolls over wood)
* _off^usr has redraw glitches since background is only updated every
now and then
* the alpha at the border tends to "build up"
* we impose a huge performance hit
The code still needs a lot of work, but what needs to be done heavily
depends on whether or not the half-hexes are reintroduced so that the
is postponed until that descission has been made.
- multiline, so the def% is always on center and turns to reach just
below. Also allow next point
- def% is a little bigger, because it's more important and also for
helping the darkening in next point
- def% is slighlty level-colored, but it's hard to choose a good color
scale using a constant brightness currently use the formula : color =
{255 - def, 105 + def, 0} but not very differentiable and a bit darker
...similar code to draw text in a hex
add a new function to replace this redundancy (+ some cleaning for
drawing the black border). The function draw_enemies_reach is now
almost empty, so remove it.
No visible change.
Just a quick hack to help devs to spot useless invalidated hexes (and
there is such ones)
Need cleaning but I am not sure that it will stay on the release
Just type the command "sunset" in debug mode.
NOTE not too happy with now it looks at the outer border
NOTE also not too happy with the forced void drawing of the outer hexes
but it's required to avoid old images getting stuck on the outer border.
for test also changed the minimum map size is to 1 in the editor
this feature might be handy for special maps so leave it in.
I'm not too happy with the name of display::map_outside_area()
display::x() => display::w()
display::y() => display::h()
display::mapx() => display::map_w()
Also did some small cleanups.
map_w() is buggy (uses 140 hardcoded instead of theme value) and might
get removed.
...where it's not clear what these are.
started to change functions which get a map location to use gamemap::location
this commit does fogged() and shrouded(), more will follow
* fights should now always be fully on-screen (before, only the rectangle
between the upper left corners was moved on-screen)
* checking map bounds before scrolling now: if the scrolling speed is
set slow(!) enough, there will be no more direction changes
* center the tile center instead of the tile upper left bbox corner
...boucman found the cause of failure; shouldn't have been 64 bit specific.
added halo::NO_HALO as value for no halo.
src/unit_frame.cpp will need some more cleaning up but will be done
another time.