Semi-experimental change: revised _hasMask handling -> simpler code (after removing those FIXME's that is :-), which should still produce identical results (let's wait for the regressions rolling in :-)
svn-id: r13498
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1337c98434
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bf0e879aa1
2 changed files with 16 additions and 6 deletions
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@ -978,7 +978,7 @@ void CharsetRendererV3::printChar(int chr) {
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_vm->markRectAsDirty(vs->number, _left, _left + width, drawTop, drawTop + height);
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if (vs->number == kMainVirtScreen && !_ignoreCharsetMask)
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if (!_ignoreCharsetMask)
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_hasMask = true;
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drawBits1(vs, dest_ptr, char_ptr, mask_ptr, drawTop, 8, 8);
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@ -1084,10 +1084,9 @@ void CharsetRendererClassic::printChar(int chr) {
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_vm->markRectAsDirty(vs->number, _left, _left + width, drawTop, drawTop + height + offsY);
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if (vs->number == kMainVirtScreen && !_ignoreCharsetMask)
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if (!_ignoreCharsetMask)
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_hasMask = true;
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byte *mask = _vm->getMaskBuffer(_left, drawTop, 0);
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byte *dst = vs->screenPtr + vs->xstart + drawTop * vs->width + _left;
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@ -1291,7 +1290,9 @@ void CharsetRendererNut::printChar(int chr) {
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shadow.right = _left + width + 2;
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shadow.bottom = _top + height + 2;
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_hasMask = true;
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if (!_ignoreCharsetMask)
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_hasMask = true;
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_current->drawShadowChar(chr, _left, _top, _color, !_ignoreCharsetMask, _curId != 3);
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_vm->markRectAsDirty(kMainVirtScreen, shadow);
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