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[Freeciv-Dev] Re: map tiles in city dialog drawn in wrong order

[Freeciv-Dev] Re: map tiles in city dialog drawn in wrong order

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To: freeciv-dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: map tiles in city dialog drawn in wrong order (PR#1044)
From: Jason Dorje Short <vze2zq63@xxxxxxxxxxx>
Date: Wed, 07 Nov 2001 13:35:32 -0500
Reply-to: jdorje@xxxxxxxxxxxx

Raimar Falke wrote:
> On Tue, Nov 06, 2001 at 09:25:24AM -0500, Ross W. Wetmore wrote:
> >
> > This is actually a good example of why the core game coordinate
> > system should not be generalized to try and include different
> > environments like the GUI. These problems will continue to crop
> > up until you have a clean separation between the two with an
> > explicit transformation to move from one to the other in either
> > direction.
> >
> > The real solution may not be to hardcode the GUI loops, but to
> > come up with an appropriate coordinate system/iterators for
> > GUI operations that specifically takes such things into account.
> > One can then loop in GUI order over GUI coordinates to manage
> > such GUI effects and side-effects properly.
> >
> > When such a system is created with its iterator interfaces, then
> > document the subtleties that are part of the macro iterface
> > clearly to prevent future screwups from misuse.
> But doesn't such a iterate-from-back-to-front macro depend on the
> is_isometric flag?

Hardcoding the GUI loops would work and might make sense.  For overhead
view, no specific ordering is required so is is safe for the GUI loop to
always use the isometric ordering.


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