Perform proper clipping (this fixes some graphic regressions in The Dig)

svn-id: r14547
This commit is contained in:
Max Horn 2004-08-10 23:51:52 +00:00
parent f50f7e1438
commit dfc04a7d23

View file

@ -415,7 +415,6 @@ void Gdi::updateDirtyScreen(VirtScreen *vs) {
* specified by top/bottom coordinate in the virtual screen. * specified by top/bottom coordinate in the virtual screen.
*/ */
void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int bottom) { void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int bottom) {
const int height = bottom - top;
if (bottom <= top) if (bottom <= top)
return; return;
@ -424,23 +423,28 @@ void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int botto
return; return;
assert(top >= 0 && bottom <= vs->height); // Paranoia checks assert(top >= 0 && bottom <= vs->height); // Paranoia checks
assert(x >= 0 && width <= vs->width);
// We don't clip height and width here, rather we rely on the backend to
// perform any needed clipping.
const int y = vs->topline + top - _vm->_screenTop;
const byte *src = vs->screenPtr + (x + vs->xstart) + top * vs->width;
assert(_textSurface.pixels); assert(_textSurface.pixels);
assert(_compositeBuf); assert(_compositeBuf);
Common::Rect r(x, y, x+width, y+height);
r.clip(Common::Rect(_textSurface.w, _textSurface.h));
// TODO: is this enough clipping?
// Clip to the visible part of the scene
if (top < _vm->_screenTop)
top = _vm->_screenTop;
if (bottom > _vm->_screenTop + _vm->_screenHeight)
bottom = _vm->_screenTop + _vm->_screenHeight;
// Convert the vertical coordinates to real screen coords
const int y = vs->topline + top - _vm->_screenTop;
const int height = bottom - top;
// Compute screen etc. buffer pointers
const byte *src = vs->screenPtr + (x + vs->xstart) + top * vs->width;
byte *dst = _compositeBuf + x + y * _vm->_screenWidth; byte *dst = _compositeBuf + x + y * _vm->_screenWidth;
const byte *text = (byte *)_textSurface.pixels + x + y * _textSurface.pitch; const byte *text = (byte *)_textSurface.pixels + x + y * _textSurface.pitch;
for (int h = 0; h < r.height(); ++h) { // Compose the text over the game graphics
for (int w = 0; w < r.width(); ++w) { for (int h = 0; h < height; ++h) {
for (int w = 0; w < width; ++w) {
if (text[w] == CHARSET_MASK_TRANSPARENCY) if (text[w] == CHARSET_MASK_TRANSPARENCY)
dst[w] = src[w]; dst[w] = src[w];
else else
@ -451,6 +455,7 @@ void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int botto
text += _textSurface.pitch; text += _textSurface.pitch;
} }
// Finally blit the whole thing to the screen
_vm->_system->copyRectToScreen(_compositeBuf + x + y * _vm->_screenWidth, _vm->_screenWidth, x, y, width, height); _vm->_system->copyRectToScreen(_compositeBuf + x + y * _vm->_screenWidth, _vm->_screenWidth, x, y, width, height);
} }