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authorPaul Gilbert2013-11-12 20:16:55 -0500
committerPaul Gilbert2013-11-12 20:16:55 -0500
commitab3cf625d59430d9b7496b0437d6a08e33698d58 (patch)
tree34ceb530cdc5abbe89ef23a051a93dd10054cf37
parent69378e35d83c98975e1dddea0a2ecae4f13811a4 (diff)
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TSAGE: Fix for positioning R2R text to account for screen boundary
-rw-r--r--engines/tsage/core.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/engines/tsage/core.cpp b/engines/tsage/core.cpp
index 877d866c3c..f2744d5bf8 100644
--- a/engines/tsage/core.cpp
+++ b/engines/tsage/core.cpp
@@ -1732,9 +1732,13 @@ void SceneItem::display(int resNum, int lineNum, ...) {
font.setFontNumber(g_globals->_sceneText._fontNumber);
font.getStringBounds(msg.c_str(), textRect, maxWidth);
+ Rect screenBounds = g_globals->gfxManager()._bounds;
+ if (g_vm->getGameID() == GType_Ringworld2)
+ screenBounds.collapse(20, 15);
+
// Center the text at the specified position, and then constrain it to be-
textRect.center(pos.x, pos.y);
- textRect.contain(g_globals->gfxManager()._bounds);
+ textRect.contain(screenBounds);
if (centerText) {
g_globals->_sceneText._color1 = g_globals->_sceneText._color2;