[Scummvm-cvs-logs] CVS: scummvm/scumm gfx.cpp,2.282,2.283
Max Horn
fingolfin at users.sourceforge.net
Tue Aug 10 16:54:02 CEST 2004
Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv30853
Modified Files:
gfx.cpp
Log Message:
Perform proper clipping (this fixes some graphic regressions in The Dig)
Index: gfx.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/gfx.cpp,v
retrieving revision 2.282
retrieving revision 2.283
diff -u -d -r2.282 -r2.283
--- gfx.cpp 8 Aug 2004 22:09:49 -0000 2.282
+++ gfx.cpp 10 Aug 2004 23:51:52 -0000 2.283
@@ -415,7 +415,6 @@
* specified by top/bottom coordinate in the virtual screen.
*/
void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int bottom) {
- const int height = bottom - top;
if (bottom <= top)
return;
@@ -424,23 +423,28 @@
return;
assert(top >= 0 && bottom <= vs->height); // Paranoia checks
-
- // We don't clip height and width here, rather we rely on the backend to
- // perform any needed clipping.
- const int y = vs->topline + top - _vm->_screenTop;
- const byte *src = vs->screenPtr + (x + vs->xstart) + top * vs->width;
-
+ assert(x >= 0 && width <= vs->width);
assert(_textSurface.pixels);
assert(_compositeBuf);
- Common::Rect r(x, y, x+width, y+height);
- r.clip(Common::Rect(_textSurface.w, _textSurface.h));
- // TODO: is this enough clipping?
+ // Clip to the visible part of the scene
+ if (top < _vm->_screenTop)
+ top = _vm->_screenTop;
+ if (bottom > _vm->_screenTop + _vm->_screenHeight)
+ bottom = _vm->_screenTop + _vm->_screenHeight;
+
+ // Convert the vertical coordinates to real screen coords
+ const int y = vs->topline + top - _vm->_screenTop;
+ const int height = bottom - top;
+
+ // Compute screen etc. buffer pointers
+ const byte *src = vs->screenPtr + (x + vs->xstart) + top * vs->width;
byte *dst = _compositeBuf + x + y * _vm->_screenWidth;
const byte *text = (byte *)_textSurface.pixels + x + y * _textSurface.pitch;
- for (int h = 0; h < r.height(); ++h) {
- for (int w = 0; w < r.width(); ++w) {
+ // Compose the text over the game graphics
+ for (int h = 0; h < height; ++h) {
+ for (int w = 0; w < width; ++w) {
if (text[w] == CHARSET_MASK_TRANSPARENCY)
dst[w] = src[w];
else
@@ -451,6 +455,7 @@
text += _textSurface.pitch;
}
+ // Finally blit the whole thing to the screen
_vm->_system->copyRectToScreen(_compositeBuf + x + y * _vm->_screenWidth, _vm->_screenWidth, x, y, width, height);
}
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