Other minor fixes

master
Eduardo Bart 11 years ago
parent 4c51009ed9
commit 717832b791

@ -286,8 +286,6 @@ function addTab(name, focus)
end
if focus then
consoleTabBar:selectTab(tab)
elseif not serverTab or name ~= serverTab:getText() then
consoleTabBar:blinkTab(tab)
end
return tab
end

@ -23,6 +23,7 @@ function init()
connect(g_game, {
onGameStart = onGameStart,
onGMActions = onGMActions,
onGameEnd = onGameEnd,
onLoginAdvice = onLoginAdvice
}, true)
@ -116,6 +117,7 @@ function terminate()
disconnect(g_game, {
onGameStart = onGameStart,
onGMActions = onGMActions,
onGameEnd = onGameEnd,
onLoginAdvice = onLoginAdvice
})
@ -148,6 +150,9 @@ function show()
gameRootPanel:show()
gameRootPanel:focus()
gameMapPanel:followCreature(g_game.getLocalPlayer())
gameMapPanel:setMaxZoomOut(11)
gameMapPanel:setLimitVisibleRange(true)
setupViewMode(0)
updateStretchShrink()
logoutButton:setTooltip(tr('Logout'))
end
@ -712,7 +717,8 @@ function setupViewMode(mode)
gameMapPanel:setZoom(11)
gameMapPanel:setVisibleDimension({ width = 15, height = 11 })
elseif mode == 2 then
gameMapPanel:setLimitVisibleRange(limitZoom)
local limit = limitZoom and not g_game.isGM()
gameMapPanel:setLimitVisibleRange(limit)
gameMapPanel:setZoom(11)
gameMapPanel:setVisibleDimension({ width = 15, height = 11 })
gameMapPanel:fill('parent')
@ -727,7 +733,7 @@ function setupViewMode(mode)
gameMapPanel:setOn(true)
gameBottomPanel:setImageColor('#ffffff88')
modules.client_topmenu.getTopMenu():setImageColor('#ffffff66')
if not limitZoom then
if not limit then
g_game.changeMapAwareRange(24, 20)
end
end
@ -737,6 +743,10 @@ end
function limitZoom()
limitZoom = true
gameMapPanel:setMaxZoomOut(11)
gameMapPanel:setLimitVisibleRange(true)
end
function onGMActions()
if not limitZoom then return end
gameMapPanel:setMaxZoomOut(513)
gameMapPanel:setLimitVisibleRange(false)
end

@ -174,9 +174,16 @@ void ThingType::draw(const Point& dest, float scaleFactor, int layer, int xPatte
Rect screenRect(dest + (textureOffset - m_displacement - (m_size.toPoint() - Point(1, 1)) * 32) * scaleFactor,
textureRect.size() * scaleFactor);
g_painter->setOpacity(m_opacity);
bool useOpacity = m_opacity < 1.0f;
if(useOpacity)
g_painter->setColor(Color(1.0f,1.0f,1.0f,m_opacity));
g_painter->drawTexturedRect(screenRect, texture, textureRect);
if(useOpacity)
g_painter->setColor(Color::white);
if(lightView && hasLight()) {
Light light = getLight();
if(light.intensity > 0)

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