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Render current room on big map #137
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WalkthroughIntroduces a separate minimap overlay texture alongside the base minimap texture, adds a helper to create blank minimap sprites, updates rendering to pre-render base and overlay, adjusts current-room calculations/colors, changes gui_render_minimap to no longer take RoomMatrix, and updates its call site. Adds Gui::miniMapOverlay. Changes
Sequence Diagram(s)sequenceDiagram
autonumber
participant GameLoop
participant Gui
participant RenderTarget as Base Texture (miniMap)
participant OverlayTarget as Overlay Texture (miniMapOverlay)
participant Screen
GameLoop->>Gui: gui_update_minimap()
rect rgba(200,220,255,0.25)
note over Gui,RenderTarget: Pre-render base minimap
Gui->>RenderTarget: Set as render target
Gui->>RenderTarget: Draw rooms/visited tiles
Gui-->>RenderTarget: Unset render target
end
rect rgba(220,255,220,0.25)
note over Gui,OverlayTarget: Pre-render overlay
Gui->>OverlayTarget: Set as render target
Gui->>OverlayTarget: Draw current room marker, overlay
Gui-->>OverlayTarget: Unset render target
end
GameLoop->>Gui: gui_render_minimap(cam)
Note over Gui: Composition uses pre-rendered textures (no RoomMatrix)
Gui->>Screen: Draw miniMap
Gui->>Screen: Draw miniMapOverlay
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~25 minutes Possibly related PRs
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Pre-merge checks and finishing touches❌ Failed checks (1 warning)
✅ Passed checks (2 passed)
✨ Finishing touches
🧪 Generate unit tests (beta)
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🧰 Additional context used🧬 Code graph analysis (3)src/main.c (1)
src/gui.h (1)
src/gui.c (2)
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