#include <math.h>
-long mWidth, mHeight;
long mScrollX, mScrollY;
long mScrollX_last, mScrollY_last;
-long mDestXOff, mDestYOff;
long ScreenBuffer[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
scrolling_last = scrolling;
}
-void DDScrollBuffer_Blt()
-{
- BackToFront_SP();
-}
-
void DDScrollBuffer_ScrollTo(int X, int Y)
{
if (NoDisplayFlag)
return;
- X = X / Stretch;
- Y = Y / Stretch;
- mScrollX = X;
- mScrollY = Y;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = X;
+ ScrollY = mScrollY = Y;
ScrollPlayfieldIfNeeded();
}
if (NoDisplayFlag)
return;
- X = X / Stretch;
- Y = Y / Stretch;
dx = X - mScrollX;
dY = Y - mScrollY;
else
r = 1;
- mScrollX = mScrollX + dx * r;
- mScrollY = mScrollY + dY * r;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = mScrollX + dx * r;
+ ScrollY = mScrollY = mScrollY + dY * r;
ScrollPlayfieldIfNeeded();
}
return;
AlreadyRunning = True;
- X = X / Stretch;
- Y = Y / Stretch;
+
dx = X - mScrollX;
dY = Y - mScrollY;
maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dx));
for (T = (double)tStep; T <= (double)1; T += tStep)
{
- mScrollX = oldX + T * dx;
- mScrollY = oldY + T * dY;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = oldX + T * dx;
+ ScrollY = mScrollY = oldY + T * dY;
}
- mScrollX = X;
- mScrollY = Y;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = X;
+ ScrollY = mScrollY = Y;
AlreadyRunning = False;