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authorMartin Kiewitz2009-10-29 20:32:55 +0000
committerMartin Kiewitz2009-10-29 20:32:55 +0000
commitfc1c05586f898d32ff754976ba5a0c63107958d5 (patch)
treed6ab94dffd0f91e886626d77cc3807bbf098ab01
parentc8546fd92ff3626d398e3e56a96323dd95db1e2a (diff)
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SCI/newgui: SciGuiPicture now acts like sierra sci when drawing cels, so we dont need some hardcoded variable and differ when clearing screen
svn-id: r45508
-rw-r--r--engines/sci/gui/gui_gfx.cpp4
-rw-r--r--engines/sci/gui/gui_picture.cpp9
-rw-r--r--engines/sci/gui/gui_screen.cpp10
-rw-r--r--engines/sci/gui/gui_screen.h1
4 files changed, 12 insertions, 12 deletions
diff --git a/engines/sci/gui/gui_gfx.cpp b/engines/sci/gui/gui_gfx.cpp
index 0a3a36ce33..1df394c302 100644
--- a/engines/sci/gui/gui_gfx.cpp
+++ b/engines/sci/gui/gui_gfx.cpp
@@ -300,9 +300,9 @@ void SciGuiGfx::drawPicture(GuiResourceId pictureId, int16 animationNr, bool mir
SciGuiPicture *picture;
picture = new SciGuiPicture(_s->resMan, this, _screen, _palette, pictureId);
- // do we add to a picture? if not -> clear screen
+ // do we add to a picture? if not -> clear screen with white
if (!addToFlag) {
- ClearScreen(_screen->_colorClearScreen);
+ ClearScreen(_screen->_colorWhite);
}
picture->draw(animationNr, mirroredFlag, addToFlag, paletteId);
}
diff --git a/engines/sci/gui/gui_picture.cpp b/engines/sci/gui/gui_picture.cpp
index a21748286d..c59e36f303 100644
--- a/engines/sci/gui/gui_picture.cpp
+++ b/engines/sci/gui/gui_picture.cpp
@@ -209,6 +209,13 @@ void SciGuiPicture::drawCelData(byte *inbuffer, int size, int headerPos, int rle
leftX = callerX + _gfx->GetPort()->left;
rightX = MIN<int16>(width + leftX, _gfx->GetPort()->rect.right + _gfx->GetPort()->left);
+ // Change clearcolor to white, if we dont add to an existing picture. That way we will paint everything on screen
+ // but white and that wont matter because the screen is supposed to be already white. It seems that most (if not all)
+ // SCI1.1 games use color 0 as transparency and SCI1 games use color 255 as transparency. Sierra SCI seems to paint
+ // the whole data to screen and wont skip over transparent pixels. So this will actually make it work like Sierra
+ if (!_addToFlag)
+ clearColor = _screen->_colorWhite;
+
ptr = celBitmap;
if (!_mirroredFlag) {
// Draw bitmap to screen
@@ -605,7 +612,7 @@ void SciGuiPicture::vectorFloodFill(int16 x, int16 y, byte color, byte priority,
// This logic was taken directly from sierra sci, floodfill will get aborted on various occations
if (screenMask & SCI_SCREEN_MASK_VISUAL) {
- if ((color == _screen->_colorWhite) || (searchColor != _screen->_colorClearScreen))
+ if ((color == _screen->_colorWhite) || (searchColor != _screen->_colorWhite))
return;
} else if (screenMask & SCI_SCREEN_MASK_PRIORITY) {
if ((priority == 0) || (searchPriority != 0))
diff --git a/engines/sci/gui/gui_screen.cpp b/engines/sci/gui/gui_screen.cpp
index 6818ed3182..627708cf43 100644
--- a/engines/sci/gui/gui_screen.cpp
+++ b/engines/sci/gui/gui_screen.cpp
@@ -56,18 +56,12 @@ SciGuiScreen::SciGuiScreen(ResourceManager *resMan, int16 width, int16 height, i
if (_resMan->isVGA()) {
_colorWhite = 255;
- // TODO: Find out whats really different between SCI11 and SCI1, because actually the clearScreen in SCI11
- // really uses 255 as well
- if (getSciVersion() >= SCI_VERSION_1_1) {
- _colorClearScreen = 0;
+ if (getSciVersion() >= SCI_VERSION_1_1)
_colorDefaultVectorData = 255;
- } else {
- _colorClearScreen = 255;
+ else
_colorDefaultVectorData = 0;
- }
} else {
_colorWhite = 15;
- _colorClearScreen = 15;
_colorDefaultVectorData = 0;
}
}
diff --git a/engines/sci/gui/gui_screen.h b/engines/sci/gui/gui_screen.h
index 4c54c544f3..a30ddc48da 100644
--- a/engines/sci/gui/gui_screen.h
+++ b/engines/sci/gui/gui_screen.h
@@ -86,7 +86,6 @@ public:
int _picNotValid; // possible values 0, 1 and 2
byte _colorWhite;
- byte _colorClearScreen;
byte _colorDefaultVectorData;
private: