Our GUI uses the "cursor palette" feature, but the SDL backend did not use the

cursor palette in overlay mode. Now it does, which fixes bug #1476666. The
reason it worked at all before was that blitCursor() was called while still not
in overlay mode.

This, of course, means that the GUI can corrupt the in-game cursor palette. I
don't have any game that uses this feature, so I don't know if it's properly
restored again afterwards. But if it isn't, that should be fairly easy to fix.

svn-id: r22539
This commit is contained in:
Torbjörn Andersson 2006-05-20 08:06:21 +00:00
parent 80eb6e4f5e
commit 87ee8db10d

View file

@ -1062,8 +1062,7 @@ void OSystem_SDL::setCursorPalette(const byte *colors, uint start, uint num) {
_cursorHasOwnPalette = true;
_cursorPaletteDisabled = false;
if (!_overlayVisible)
blitCursor();
blitCursor();
}
void OSystem_SDL::setShakePos(int shake_pos) {
@ -1332,18 +1331,19 @@ void OSystem_SDL::blitCursor() {
// Draw from [1,1] since AdvMame2x adds artefact at 0,0
dstPtr = (byte *)_mouseOrigSurface->pixels + _mouseOrigSurface->pitch + 2;
SDL_Color *palette;
if (_cursorHasOwnPalette && !_cursorPaletteDisabled)
palette = _cursorPalette;
else
palette = _currentPalette;
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
color = *srcPtr;
if (color != _mouseKeyColor) { // transparent, don't draw
if (_cursorHasOwnPalette && !_overlayVisible && !_cursorPaletteDisabled)
*(uint16 *)dstPtr = SDL_MapRGB(_mouseOrigSurface->format,
_cursorPalette[color].r, _cursorPalette[color].g,
_cursorPalette[color].b);
else
*(uint16 *)dstPtr = SDL_MapRGB(_mouseOrigSurface->format,
_currentPalette[color].r, _currentPalette[color].g,
_currentPalette[color].b);
*(uint16 *)dstPtr = SDL_MapRGB(_mouseOrigSurface->format,
palette[color].r, palette[color].g, palette[color].b);
}
dstPtr += 2;
srcPtr++;