RX = FieldWidth - Delta;
BY = FieldHeight - Delta;
- DrawImage(LX, tY, imgFrameCorner);
- DrawImage(LX, BY, imgFrameCorner);
- DrawImage(RX, tY, imgFrameCorner);
- DrawImage(RX, BY, imgFrameCorner);
+ DrawImage(LX, tY, (Delta > 0 ? imgFrameCorner : aniSpace));
+ DrawImage(LX, BY, (Delta > 0 ? imgFrameCorner : aniSpace));
+ DrawImage(RX, tY, (Delta > 0 ? imgFrameCorner : aniSpace));
+ DrawImage(RX, BY, (Delta > 0 ? imgFrameCorner : aniSpace));
for (i = LX + 1; i <= RX - 1; i++)
{
- DrawImage(i, tY, imgFrameHorizontal);
- DrawImage(i, BY, imgFrameHorizontal);
+ DrawImage(i, tY, (Delta > 0 ? imgFrameHorizontal : aniSpace));
+ DrawImage(i, BY, (Delta > 0 ? imgFrameHorizontal : aniSpace));
}
for (i = tY + 1; i <= BY - 1; i++)
{
- DrawImage(LX, i, imgFrameVertical);
- DrawImage(RX, i, imgFrameVertical);
+ DrawImage(LX, i, (Delta > 0 ? imgFrameVertical : aniSpace));
+ DrawImage(RX, i, (Delta > 0 ? imgFrameVertical : aniSpace));
+ }
+
+ if (Delta > 0)
+ {
+ // ...
+ // ClearRectangle(bitmap_db_field_sp,
}
}
void SetScrollEdges()
{
-#if 1
- int border_offset = (menBorder ? 1 : 2);
+#if NEW_TILESIZE
+#if 0
+ int pseudo_sxsize = SXSIZE * TILESIZE / TILESIZE_VAR;
+ int pseudo_sysize = SYSIZE * TILESIZE / TILESIZE_VAR;
+#endif
+#endif
+ int border1_offset = (menBorder ? 1 : 2);
+ int border2_offset = (menBorder ? 0 : TILESIZE / 2);
+ /* scroll correction for border frame (1 tile) or border element (2 tiles) */
ScrollMinX = 0;
ScrollMinY = 0;
- ScrollMaxX = (DisplayMaxX + border_offset) * BaseWidth - SXSIZE;
- ScrollMaxY = (DisplayMaxY + border_offset) * BaseWidth - SYSIZE;
-
-#if 1
- if (!menBorder)
- {
- ScrollMinX += TILEX / 2;
- ScrollMinY += TILEY / 2;
- ScrollMaxX -= TILEX / 2;
- ScrollMaxY -= TILEY / 2;
- }
+#if NEW_TILESIZE
#if 1
- {
- ScrollMinX -= game_sp.scroll_xoffset;
- ScrollMaxX -= game_sp.scroll_xoffset;
- ScrollMinY -= game_sp.scroll_yoffset;
- ScrollMaxY -= game_sp.scroll_yoffset;
- }
+ ScrollMaxX = (DisplayMaxX + border1_offset - SCR_FIELDX) * TILEX;
+ ScrollMaxY = (DisplayMaxY + border1_offset - SCR_FIELDY) * TILEY;
#else
- if (1)
- {
- ScrollMinX -= TILEX / 2;
- ScrollMaxX -= TILEX / 2;
- ScrollMinY -= TILEY / 2;
- ScrollMaxY -= TILEY / 2;
- }
+ ScrollMaxX = (DisplayMaxX + border1_offset) * TILEX - pseudo_sxsize;
+ ScrollMaxY = (DisplayMaxY + border1_offset) * TILEY - pseudo_sysize;
#endif
#else
- if (!menBorder)
- {
- ScrollMinX += TILEX / 2;
- ScrollMinY += TILEY / 2;
- ScrollMaxX -= TILEX / 2;
- ScrollMaxY -= TILEY / 2;
- }
+ ScrollMaxX = (DisplayMaxX + border1_offset) * TILEX - SXSIZE;
+ ScrollMaxY = (DisplayMaxY + border1_offset) * TILEY - SYSIZE;
#endif
-#else
- ScrollMinX = (int)(DisplayMinX - 0.5) * BaseWidth;
- ScrollMinY = (int)(DisplayMinY - 0.5) * BaseWidth;
- ScrollMaxX = (int)(DisplayMaxX + 1.5) * BaseWidth - SXSIZE;
- ScrollMaxY = (int)(DisplayMaxY + 1.5) * BaseWidth - SYSIZE;
-#endif
+ /* scroll correction for border element (half tile on left and right side) */
+ ScrollMinX += border2_offset;
+ ScrollMinY += border2_offset;
+ ScrollMaxX -= border2_offset;
+ ScrollMaxY -= border2_offset;
-#if 1
+ /* scroll correction for even number of visible tiles (half tile shifted) */
+ ScrollMinX -= game_sp.scroll_xoffset;
+ ScrollMaxX -= game_sp.scroll_xoffset;
+ ScrollMinY -= game_sp.scroll_yoffset;
+ ScrollMaxY -= game_sp.scroll_yoffset;
+
+#if 0
printf("::: (%ld, %ld), (%ld, %ld) -> (%d, %d), (%d, %d)\n",
DisplayMinX, DisplayMinY, DisplayMaxX, DisplayMaxY,
ScrollMinX, ScrollMinY, ScrollMaxX, ScrollMaxY);