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fixed bug with wrong high score list width when using font draw offsets
[rocksndiamonds.git]
/
src
/
game_em
/
graphics.c
diff --git
a/src/game_em/graphics.c
b/src/game_em/graphics.c
index 127d79253d2a73ad8bcda47dd3b38e8d2925f242..03934a71e7beff39ab8d4f8a2e506c4771e1356c 100644
(file)
--- a/
src/game_em/graphics.c
+++ b/
src/game_em/graphics.c
@@
-37,10
+37,10
@@
int screen_x, screen_y; /* current scroll position */
static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
-/* copy the entire screen to the window at the scroll position */
-
void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
{
void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
{
+ /* blit all (up to four) parts of the scroll buffer to the target bitmap */
+
int x = screen_x % (MAX_BUF_XSIZE * TILEX);
int y = screen_y % (MAX_BUF_YSIZE * TILEY);
int sx, sy, sxsize, sysize;
int x = screen_x % (MAX_BUF_XSIZE * TILEX);
int y = screen_y % (MAX_BUF_YSIZE * TILEY);
int sx, sy, sxsize, sysize;
@@
-96,18
+96,9
@@
void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
void BackToFront_EM(void)
{
void BackToFront_EM(void)
{
- /* blit all (up to four) parts of the scroll buffer to the backbuffer */
- BlitScreenToBitmap_EM(backbuffer);
-
- /* blit the completely updated backbuffer to the window (in one blit) */
BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
}
BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
}
-void blitscreen(void)
-{
- BackToFront_EM();
-}
-
static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
{
int tile = Draw[y][x];
static struct GraphicInfo_EM *getObjectGraphic(int x, int y)
{
int tile = Draw[y][x];
@@
-661,7
+652,8
@@
void RedrawPlayfield_EM(boolean force_redraw)
for (i = 0; i < MAX_PLAYERS; i++)
blitplayer(&ply[i]);
for (i = 0; i < MAX_PLAYERS; i++)
blitplayer(&ply[i]);
- blitscreen();
+ BlitScreenToBitmap_EM(backbuffer);
+ BackToFront_EM();
Delay(wait_delay_value);
Delay(wait_delay_value);
@@
-674,7
+666,8
@@
void RedrawPlayfield_EM(boolean force_redraw)
for (i = 0; i < MAX_PLAYERS; i++)
blitplayer(&ply[i]);
for (i = 0; i < MAX_PLAYERS; i++)
blitplayer(&ply[i]);
- blitscreen();
+ BlitScreenToBitmap_EM(backbuffer);
+ BackToFront_EM();
Delay(wait_delay_value);
}
Delay(wait_delay_value);
}
@@
-763,8
+756,3
@@
void RedrawPlayfield_EM(boolean force_redraw)
for (i = 0; i < MAX_PLAYERS; i++)
blitplayer(&ply[i]);
}
for (i = 0; i < MAX_PLAYERS; i++)
blitplayer(&ply[i]);
}
-
-void game_animscreen(void)
-{
- RedrawPlayfield_EM(FALSE);
-}