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[Freeciv-Dev] Re: mapview doesn't update properly when we get a city upd

[Freeciv-Dev] Re: mapview doesn't update properly when we get a city upd

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: mapview doesn't update properly when we get a city update (PR#1303)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 15 Mar 2002 16:54:58 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Tue, Mar 05, 2002 at 09:54:19PM -0800, jdorje@xxxxxxxxxxxxxxxxxxxxx wrote:
> +/**************************************************************************
> +  This function, along with unqueue_mapview_update(), helps in updating
> +  the mapview when a packet is received.  Previously, we just called
> +  update_map_canvas when (for instance) a city update was received.
> +  Not only would this often end up with a lot of duplicated work, but it
> +  would also draw over the city descriptions, which would then just
> +  "disappear" from the mapview.  The hack is to instead call
> +  queue_mapview_update in place of this update, and later (after all
> +  packets have been read) call unqueue_mapview_update.  The functions
> +  don't track which areas of the screen need updating, rather when the
> +  unqueue is done we just update the whole visible mapqueue, and redraw
> +  the city descriptions.
> +
> +  Using these functions, updates are done correctly, and are probably
> +  faster too.  But it's a bit of a hack to insert this code into the
> +  packet-handling code.
> +**************************************************************************/

>    if (draw_map_grid && get_client_state() == CLIENT_GAME_RUNNING_STATE) {

I ask myself: shouldn't this be

  if ((draw_map_grid || draw_city_names || draw_city_productions) && 
get_client_state() == CLIENT_GAME_RUNNING_STATE)

Or do I miss something here?


 email: rf13@xxxxxxxxxxxxxxxxx
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  Adventure Game with lots of graphics. You know, something realy
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