[Scummvm-cvs-logs] SF.net SVN: scummvm:[54976] scummvm/trunk/engines/sci/graphics/ports.cpp
thebluegr at users.sourceforge.net
thebluegr at users.sourceforge.net
Mon Dec 20 16:30:32 CET 2010
Revision: 54976
http://scummvm.svn.sourceforge.net/scummvm/?rev=54976&view=rev
Author: thebluegr
Date: 2010-12-20 15:30:31 +0000 (Mon, 20 Dec 2010)
Log Message:
-----------
SCI: Fixed bug #3041153 - "SCI Fanmade Games: Message window glitch"
The left window dimension adjustment (rev #48772) has been moved from
GfxPorts::setOrigin() into GfxPorts::addWindow(), as the updated dimension is
later used when filling the contents of the window (apparent in some fan made
games)
Revision Links:
--------------
http://scummvm.svn.sourceforge.net/scummvm/?rev=48772&view=rev
Modified Paths:
--------------
scummvm/trunk/engines/sci/graphics/ports.cpp
Modified: scummvm/trunk/engines/sci/graphics/ports.cpp
===================================================================
--- scummvm/trunk/engines/sci/graphics/ports.cpp 2010-12-20 12:21:18 UTC (rev 54975)
+++ scummvm/trunk/engines/sci/graphics/ports.cpp 2010-12-20 15:30:31 UTC (rev 54976)
@@ -304,6 +304,12 @@
openPort(pwnd);
r = dims;
+ // This looks fishy, but it's exactly what Sierra did. They removed last
+ // bit of the left dimension in their interpreter. It seems Sierra did it
+ // for EGA byte alignment (EGA uses 1 byte for 2 pixels) and left it in
+ // their interpreter even in the newer VGA games.
+ r.left = r.left & 0x7FFE;
+
if (r.width() > _screen->getWidth()) {
// We get invalid dimensions at least at the end of sq3 (script bug!).
// Same happens very often in lsl5, sierra sci didnt fix it but it looked awful.
@@ -361,19 +367,6 @@
drawWindow(pwnd);
setPort((Port *)pwnd);
- // FIXME: changing setOrigin to not clear the rightmost bit fixes the display of windows
- // in some fanmade games (e.g. New Year's Mystery (Updated)). Since the fanmade games
- // use an unmodified SCI interpreter, this leads me to believe that there either is some
- // off-by-one error in the window drawing code, or there is another place where the
- // rightmost bit should be cleeared. New Year's Mystery is a good test case for this, as
- // it draws dialogs and then draws cels on top of them, for fancier dialog corners (like,
- // for example, KQ5). KQ5 has a custom window style, however, whereas New Year's mystery
- // has a "classic" style with only SCI_WINDOWMGR_STYLE_NOFRAME set. If
- // SCI_WINDOWMGR_STYLE_NOFRAME is removed, the window is cleared correctly, because it
- // grows slightly, covering the view pixels on the left. In any case, the views and the
- // window have a difference of one pixel when they're drawn via kNewWindow and kDrawCel,
- // which causes the glitch to appear when the window is closed.
-
// All SCI0 games till kq4 .502 (not including) did not adjust against _wmgrPort, we set _wmgrPort->top to 0 in that case
setOrigin(pwnd->rect.left, pwnd->rect.top + _wmgrPort->top);
pwnd->rect.moveTo(0, 0);
@@ -383,7 +376,6 @@
void GfxPorts::drawWindow(Window *pWnd) {
if (pWnd->bDrawn)
return;
- Common::Rect r;
int16 wndStyle = pWnd->wndStyle;
pWnd->bDrawn = true;
@@ -400,7 +392,8 @@
// drawing frame,shadow and title
if ((getSciVersion() >= SCI_VERSION_1_LATE) ? !(wndStyle & _styleUser) : wndStyle != _styleUser) {
- r = pWnd->dims;
+ Common::Rect r = pWnd->dims;
+
if (!(wndStyle & SCI_WINDOWMGR_STYLE_NOFRAME)) {
r.top++;
r.left++;
@@ -505,10 +498,7 @@
}
void GfxPorts::setOrigin(int16 left, int16 top) {
- // This looks fishy, but it's exactly what sierra did. They removed last bit of left in their interpreter
- // It seems sierra did it for EGA byte alignment (EGA uses 1 byte for 2 pixels) and left it in their interpreter even
- // when going VGA.
- _curPort->left = left & 0x7FFE;
+ _curPort->left = left;
_curPort->top = top;
}
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