Restore the current-room highlight on the enlarged map
The small minimap draws the cyan outline in gui_render_minimap (Lines 540-550) so the player can tell which room they occupy. The new overlay only scales the texture, so once TAB is held the outline disappears and the player loses that orientation cue. Please extend the overlay to render the same highlight (likely by passing the RoomMatrix *rm into this helper and drawing a scaled rectangle after blitting the texture).
🤖 Prompt for AI Agents
In src/gui.c around lines 552 to 563, the overlayed minimap currently only
scales and renders the minimap texture, losing the cyan outline that marks the
player’s current room; update the function signature to accept a RoomMatrix *rm,
after rendering the scaled texture compute the player's room rectangle in
texture coordinates, scale/translate that rect to match the target_box
dimensions (accounting for the same padding and width/height used for the
overlay), then draw the cyan outline (same color/thickness used in
gui_render_minimap) on top of the texture using the scaled rectangle so the
current-room highlight remains visible when the map is enlarged.
Originally posted by @coderabbitai[bot] in #130 (comment)
Restore the current-room highlight on the enlarged map
The small minimap draws the cyan outline in
gui_render_minimap(Lines 540-550) so the player can tell which room they occupy. The new overlay only scales the texture, so once TAB is held the outline disappears and the player loses that orientation cue. Please extend the overlay to render the same highlight (likely by passing theRoomMatrix *rminto this helper and drawing a scaled rectangle after blitting the texture).🤖 Prompt for AI Agents
Originally posted by @coderabbitai[bot] in #130 (comment)