[Scummvm-git-logs] scummvm master -> f014f9a6f2d69309c1eb12b65f012b3f70ee765f

digitall 547637+digitall at users.noreply.github.com
Wed Nov 20 12:18:45 UTC 2019


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
f014f9a6f2 DINGUX: Fix Compilation Breakage from Screen Shake API Changes


Commit: f014f9a6f2d69309c1eb12b65f012b3f70ee765f
    https://github.com/scummvm/scummvm/commit/f014f9a6f2d69309c1eb12b65f012b3f70ee765f
Author: D G Turner (digitall at scummvm.org)
Date: 2019-11-20T12:14:52Z

Commit Message:
DINGUX: Fix Compilation Breakage from Screen Shake API Changes

This was broken by the recent modifications to the SurfaceSDLGraphics class
which this inherits from.

Changed paths:
    backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp


diff --git a/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp b/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
index f44fd99..5d5f8e9 100644
--- a/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
+++ b/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
@@ -86,7 +86,8 @@ ScalerProc *DINGUXSdlGraphicsManager::getGraphicsScalerProc(int mode) const {
 void DINGUXSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
 	assert(_transactionMode == kTransactionActive);
 
-	_gameScreenShakeOffset = 0;
+	_gameScreenShakeXOffset = 0;
+	_gameScreenShakeYOffset = 0;
 
 #ifdef USE_RGB_COLOR
 	// Avoid redundant format changes
@@ -169,7 +170,7 @@ void DINGUXSdlGraphicsManager::drawMouse() {
 	// We draw the pre-scaled cursor image, so now we need to adjust for
 	// scaling, shake position and aspect ratio correction manually.
 
-	dst.y += _currentShakePos;
+	dst.y += _currentShakeYOffset;
 
 	if (_videoMode.aspectRatioCorrection && !_overlayVisible)
 		dst.y = real2Aspect(dst.y);
@@ -221,16 +222,16 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
 #endif
 
 	// If the shake position changed, fill the dirty area with blackness
-	if (_currentShakePos != _gameScreenShakeOffset ||
-		(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
-		SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeOffset * _videoMode.scaleFactor)};
+	if (_currentShakeYOffset != _gameScreenShakeYOffset ||
+		(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
+		SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
 
 		if (_videoMode.aspectRatioCorrection && !_overlayVisible)
 			blackrect.h = real2Aspect(blackrect.h - 1) + 1;
 
 		SDL_FillRect(_hwScreen, &blackrect, 0);
 
-		_currentShakePos = _gameScreenShakeOffset;
+		_currentShakeYOffset = _gameScreenShakeYOffset;
 
 		_forceRedraw = true;
 	}
@@ -304,7 +305,7 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
 		dstPitch = _hwScreen->pitch;
 
 		for (r = _dirtyRectList; r != lastRect; ++r) {
-			int dst_y = r->y + _currentShakePos;
+			int dst_y = r->y + _currentShakeYOffset;
 			int dst_h = 0;
 			int dst_w = r->w;
 			int orig_dst_y = 0;




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