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forked from 0ad/0ad

Fix building selection rings not being recomputed when the terrain or water under them is changed.

This was SVN commit r15228.
This commit is contained in:
Ykkrosh 2014-05-26 13:45:49 +00:00
parent 1871daab0d
commit 4ca40116ed

View File

@ -57,6 +57,8 @@ public:
componentManager.SubscribeToMessageType(MT_RenderSubmit);
componentManager.SubscribeToMessageType(MT_OwnershipChanged);
componentManager.SubscribeToMessageType(MT_PositionChanged);
componentManager.SubscribeToMessageType(MT_TerrainChanged);
componentManager.SubscribeToMessageType(MT_WaterChanged);
// TODO: it'd be nice if we didn't get these messages except in the rare
// cases where we're actually drawing a selection highlight
}
@ -318,9 +320,13 @@ void CCmpSelectable::HandleMessage(const CMessage& msg, bool UNUSED(global))
// (i.e. baseline + delta), so that any ongoing fades simply continue with the new color.
CColor color = cmpPlayer->GetColour();
SetSelectionHighlight(CColor(color.r, color.g, color.b, m_FadeBaselineAlpha + m_FadeDeltaAlpha), m_Selected);
InvalidateStaticOverlay();
break;
}
// fall-through
case MT_PositionChanged:
case MT_TerrainChanged:
case MT_WaterChanged:
{
InvalidateStaticOverlay();
break;