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author | Enne Walker <enne.walker@gmail.com> | 2010-05-25 21:57:32 -0400 |
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committer | Enne Walker <enne.walker@gmail.com> | 2010-05-25 22:09:09 -0400 |
commit | f786a607b0360b03f503c393ea7a8de985aae7db (patch) | |
tree | 3488d880c70a1344d1128fb1ea25cd3a105b8826 /crawl-ref/source/tilereg-dgn.h | |
parent | 3f6687c46fa4a14006a647e32f38b2d0b7f7534f (diff) | |
download | crawl-ref-f786a607b0360b03f503c393ea7a8de985aae7db.tar.gz crawl-ref-f786a607b0360b03f503c393ea7a8de985aae7db.zip |
Abstract dungeon rendering into a separate class.
This cleans up all of the global state access during packing (other than
player_doll). This new code can also get reused for drawing monsters with
equipment and status effects, such as in a theoretical monster list.
Diffstat (limited to 'crawl-ref/source/tilereg-dgn.h')
-rw-r--r-- | crawl-ref/source/tilereg-dgn.h | 14 |
1 files changed, 3 insertions, 11 deletions
diff --git a/crawl-ref/source/tilereg-dgn.h b/crawl-ref/source/tilereg-dgn.h index b4681d995e..7d69f95e29 100644 --- a/crawl-ref/source/tilereg-dgn.h +++ b/crawl-ref/source/tilereg-dgn.h @@ -8,6 +8,7 @@ #define TILEREG_DGN_H #include "tilereg.h" +#include "tiledgnbuf.h" #include <vector> class mcache_entry; @@ -45,14 +46,8 @@ public: void clear_overlays(); protected: - void pack_background(unsigned int bg, int x, int y); - void pack_mcache(mcache_entry *entry, int x, int y, bool submerged); - void pack_player(int x, int y, bool submerged); - void pack_foreground(unsigned int bg, unsigned int fg, int x, int y); - void pack_fg_flags(unsigned int bg, unsigned int fg, int x, int y); - void pack_doll(const dolls_data &doll, int x, int y, bool submerged, bool ghost); - void pack_cursor(cursor_type type, unsigned int tile); void pack_buffers(); + void pack_cursor(cursor_type type, unsigned int tile); void draw_minibars(); @@ -65,10 +60,7 @@ protected: coord_def m_cursor[CURSOR_MAX]; std::vector<TextTag> m_tags[TAG_MAX]; - TileBuffer m_buf_dngn; - SubmergedTileBuffer m_buf_doll; - SubmergedTileBuffer m_buf_main_trans; - TileBuffer m_buf_main; + DungeonCellBuffer m_buf_dngn; struct tile_overlay { |