Moved local map update to LocalMap::updatePlayer to fix a brief desync on cell transitions due to sFogOfWarSkip

deque
scrawl 11 years ago
parent a4a9794417
commit c98bea2a88

@ -200,8 +200,8 @@ namespace MWBase
virtual bool getFullHelp() const = 0;
virtual void setInteriorMapTexture(const int x, const int y) = 0;
///< set the index of the map texture that should be used (for interiors)
virtual void setActiveMap(int x, int y, bool interior) = 0;
///< set the indices of the map texture that should be used
/// sets the visibility of the drowning bar
virtual void setDrowningBarVisibility(bool visible) = 0;

@ -766,8 +766,6 @@ namespace MWGui
mMap->setCellPrefix("Cell");
mHud->setCellPrefix("Cell");
mMap->setActiveCell (cell->getCell()->getGridX(), cell->getCell()->getGridY());
mHud->setActiveCell (cell->getCell()->getGridX(), cell->getCell()->getGridY());
}
else
{
@ -783,10 +781,10 @@ namespace MWGui
}
}
void WindowManager::setInteriorMapTexture(const int x, const int y)
void WindowManager::setActiveMap(int x, int y, bool interior)
{
mMap->setActiveCell(x,y, true);
mHud->setActiveCell(x,y, true);
mMap->setActiveCell(x,y, interior);
mHud->setActiveCell(x,y, interior);
}
void WindowManager::setPlayerPos(const float x, const float y)

@ -192,8 +192,8 @@ namespace MWGui
virtual void toggleFullHelp(); ///< show extra info in item tooltips (owner, script)
virtual bool getFullHelp() const;
virtual void setInteriorMapTexture(const int x, const int y);
///< set the index of the map texture that should be used (for interiors)
virtual void setActiveMap(int x, int y, bool interior);
///< set the indices of the map texture that should be used
/// sets the visibility of the drowning bar
virtual void setDrowningBarVisibility(bool visible);

@ -466,10 +466,7 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaterni
mCellX = x;
mCellY = y;
}
else
{
MWBase::Environment::get().getWindowManager()->setInteriorMapTexture(x,y);
}
MWBase::Environment::get().getWindowManager()->setActiveMap(x,y,mInterior);
// convert from world coordinates to texture UV coordinates
std::string texBaseName;

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