Don't create a new texture every time tiling is requested, though sadly this introduces a new issue

This commit is contained in:
2014-12-10 17:59:52 -05:00
parent 869ca7b2d7
commit eb2fb485ac
14 changed files with 204 additions and 378 deletions

View File

@@ -52,12 +52,12 @@ extern std::shared_ptr<cScrollbar> text_sbar,item_sbar,shop_sbar;
extern sf::Texture bg_gworld;
extern RECT sbar_rect,item_sbar_rect,shop_sbar_rect,startup_top;
extern RECT talk_area_rect, word_place_rect;
extern RECT map_pat[];
extern tessel_ref_t map_pat[];
extern location store_anim_ul;
extern long register_flag;
extern long ed_flag,ed_key;
extern bool fast_bang;
extern RECT bg[];
extern tessel_ref_t bg[];
extern cScenario scenario;
extern cUniverse univ;
extern cCustomGraphics spec_scen_g;
@@ -159,7 +159,7 @@ char spot_seen[9][9];
char anim_str[60];
location anim_str_loc;
extern RECT bw_pats[6];
extern tessel_ref_t bw_pats[6];
extern short combat_posing_monster , current_working_monster ; // 0-5 PC 100 + x - monster x
bool supressing_some_spaces = false;
@@ -621,7 +621,7 @@ void redraw_screen(int refresh) {
void put_background()
{
RECT bg_pict;
tessel_ref_t bg_pict;
if(overall_mode == MODE_STARTUP)
bg_pict = bg[4];
@@ -645,7 +645,7 @@ void put_background()
bg_pict = bg[8];
else bg_pict = bg[13];
}
tileImage(mainPtr, RECT(mainPtr), bg_gworld, bg_pict);
tileImage(mainPtr, RECT(mainPtr), bg_pict);
}
void draw_buttons(short mode)