Buffer.BltColorFill(EmptyRect, BackColor);
}
-void DDScrollBuffer_Blt()
+void DDScrollBuffer_Blt_Ext(Bitmap *target_bitmap)
{
RECT DR, SR;
long tX, tY, L;
SR.left, SR.top, mScrollX, mScrollY, mDestXOff, mDestYOff);
#endif
-#if 0
- BlitBitmap(screenBitmap, window,
- 1600, 320,
- SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
-#else
- BlitBitmap(screenBitmap, window,
+#if 1
+ BlitBitmap(screenBitmap, target_bitmap,
SR.left, SR.top,
SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
#endif
// BltEH:
}
+void DDScrollBuffer_Blt()
+{
+ DDScrollBuffer_Blt_Ext(window);
+}
+
void DDScrollBuffer_ScrollTo(int X, int Y)
{
if (NoDisplayFlag)
Y = Y / Stretch;
dx = X - mScrollX;
dY = Y - mScrollY;
- maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dY));
+ maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dx));
StepCount = FPS * (TimeMS / (double)1000);
if (StepCount > maxD)
StepCount = maxD;