Author: shadowmaster
Date: Sun Feb 20 22:51:31 2011
New Revision: 48580

URL: http://svn.gna.org/viewcvs/wesnoth?rev=48580&view=rev
Log:
Workaround a screen refresh issue with color cursors, and storyscreens on 
scenarios that signal end-of-level during prestart and cause a save game dialog 
to pop up

Modified:
    trunk/src/playsingle_controller.cpp

Modified: trunk/src/playsingle_controller.cpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/playsingle_controller.cpp?rev=48580&r1=48579&r2=48580&view=diff
==============================================================================
--- trunk/src/playsingle_controller.cpp (original)
+++ trunk/src/playsingle_controller.cpp Sun Feb 20 22:51:31 2011
@@ -340,11 +340,15 @@
        end_level.carryover_percentage = 
level_["carryover_percentage"].to_int(game_config::gold_carryover_percentage);
        end_level.carryover_add = level_["carryover_add"].to_bool();
 
+       bool past_prestart = false;
+
        LOG_NG << "entering try... " << (SDL_GetTicks() - ticks_) << "\n";
        try {
 
                fire_prestart(!loading_game_);
                init_gui();
+
+               past_prestart = true;
 
                LOG_NG << "first_time..." << (recorder.is_skipping() ? 
"skipping" : "no skip") << "\n";
 
@@ -391,6 +395,14 @@
                }
                throw lge;
        } catch (end_level_exception &end_level_exn) {
+               if(!past_prestart) {
+                       draw_solid_tinted_rectangle(
+                               0, 0, gui_->video().getx(), 
gui_->video().gety(), 0, 0, 0, 1.0,
+                               gui_->video().getSurface()
+                       );
+                       update_rect(0, 0, gui_->video().getx(), 
gui_->video().gety());
+               }
+
                game::exception::sticky = NULL;
                ai_testing::log_game_end();
                LEVEL_RESULT end_level_result = end_level_exn.result;


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