X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2FDisplay.c;h=94c846ed02779d0a650907b62b0bb6d7f7ab6249;hb=9f688962eb90591205c511c1ae9bf752d276d1f5;hp=f8da42e783e5b7e8823670bec53cbad034d57b83;hpb=8d3d7d213a9691455a49544624bf380e85f43461;p=rocksndiamonds.git diff --git a/src/game_sp/Display.c b/src/game_sp/Display.c index f8da42e7..94c846ed 100644 --- a/src/game_sp/Display.c +++ b/src/game_sp/Display.c @@ -51,7 +51,9 @@ int subDisplayLevel() if (NoDisplayFlag || ! LevelLoaded) return subDisplayLevel; -#if 0 +#if 1 + DisplayLevel(); +#else MainForm.DisplayLevel(); #endif @@ -104,6 +106,10 @@ void ScrollTo(int X, int Y) { long oldX, oldY; +#if 0 + printf("::: Display.c: ScrollTo(): %d, %d\n", X, Y); +#endif + if (NoDisplayFlag) return; @@ -117,6 +123,7 @@ void ScrollTo(int X, int Y) Y = Min(Y, ScrollMaxY); // ScrollX = X // ScrollY = Y + Stage.ScrollTo(X, Y); } @@ -127,6 +134,10 @@ void ScrollTowards(int X, int Y) if (NoDisplayFlag) return; +#if 0 + printf("::: 1 ---> %d, %d\n", X, Y); +#endif + oldX = ScrollX; oldY = ScrollY; X = ScrollDelta * (X / ScrollDelta); @@ -137,7 +148,16 @@ void ScrollTowards(int X, int Y) Y = Min(Y, ScrollMaxY); // ScrollX = X // ScrollY = Y + +#if 0 + printf("::: 2 ---> %d, %d\n", X, Y); +#endif + +#if 1 + Stage.ScrollTowards(X, Y, 2 * Stretch * ZoomFactor); +#else Stage.ScrollTowards(X, Y, 2 * Stretch); +#endif } void SoftScrollTo(int X, int Y, long TimeMS, int FPS) @@ -147,6 +167,12 @@ void SoftScrollTo(int X, int Y, long TimeMS, int FPS) if (NoDisplayFlag) return; +#if 0 + printf(":(: %d, %d [%d, %d - %d, %d] [%d]\n", + X, Y, ScrollMinX, ScrollMinY, ScrollMaxX, ScrollMaxY, + ScrollDelta); +#endif + oldX = ScrollX; oldY = ScrollY; X = ScrollDelta * (X / ScrollDelta); @@ -157,5 +183,12 @@ void SoftScrollTo(int X, int Y, long TimeMS, int FPS) Y = Min(Y, ScrollMaxY); // ScrollX = X // ScrollY = Y + +#if 0 + printf(":): %d, %d [%d, %d - %d, %d] [%d]\n", + X, Y, ScrollMinX, ScrollMinY, ScrollMaxX, ScrollMaxY, + ScrollDelta); +#endif + Stage.SoftScrollTo(X, Y, TimeMS, FPS); }