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fixed bug with drawing masked borders for off-screen viewports
[rocksndiamonds.git]
/
src
/
tools.c
diff --git
a/src/tools.c
b/src/tools.c
index cee9fae4b12280e7f050ae465b091e93e89550b0..2a36ee412fb7e5ceb7f43f8fb096da4f6b3b10a9 100644
(file)
--- a/
src/tools.c
+++ b/
src/tools.c
@@
-293,6
+293,9
@@
static void DrawMaskedBorderExt_Rect(int x, int y, int width, int height,
{
Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus();
{
Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus();
+ if (x == -1 && y == -1)
+ return;
+
if (blit_to_screen)
BlitToScreenMasked(bitmap, x, y, width, height, x, y);
else
if (blit_to_screen)
BlitToScreenMasked(bitmap, x, y, width, height, x, y);
else
@@
-550,7
+553,7
@@
void BackToFront()
redraw_mask = REDRAW_NONE;
// force screen redraw in every frame to continue drawing global animations
redraw_mask = REDRAW_NONE;
// force screen redraw in every frame to continue drawing global animations
- redraw_mask = REDRAW_
ALL
;
+ redraw_mask = REDRAW_
FIELD
;
#if DEBUG_FRAME_TIME
PrintFrameTimeDebugging();
#if DEBUG_FRAME_TIME
PrintFrameTimeDebugging();