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author | Johannes Schickel | 2011-02-24 01:19:10 +0100 |
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committer | Johannes Schickel | 2011-02-24 01:19:10 +0100 |
commit | 7f139f8dcfab740d6dacc2ea5e3a916618e7ce8f (patch) | |
tree | 94bddab4e0e82f149f3ee98d7609cc724a574482 /backends | |
parent | 87f260a66c94f4632a2f646dd64f45f9f02d027f (diff) | |
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SDL: Output a warning in case the focus rect does not fit inside the screen.
Sadly it seems the engines do not care whether their focus rect really fits
inside the game screen. To ease finding such instances (which might cause odd
clipping by the backend) I added a warning for them.
Diffstat (limited to 'backends')
-rw-r--r-- | backends/graphics/sdl/sdl-graphics.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/backends/graphics/sdl/sdl-graphics.cpp b/backends/graphics/sdl/sdl-graphics.cpp index dc63c88b5c..09c4f39636 100644 --- a/backends/graphics/sdl/sdl-graphics.cpp +++ b/backends/graphics/sdl/sdl-graphics.cpp @@ -1487,6 +1487,9 @@ void SdlGraphicsManager::setFocusRectangle(const Common::Rect &rect) { _enableFocusRect = true; _focusRect = rect; + if (rect.left < 0 || rect.top < 0 || rect.right > _videoMode.screenWidth || rect.bottom > _videoMode.screenHeight) + warning("SdlGraphicsManager::setFocusRectangle: Got a rect which does not fit inside the screen bounds: %d,%d,%d,%d", rect.left, rect.top, rect.right, rect.bottom); + // It's gross but we actually sometimes get rects, which are not inside the screen bounds, // thus we need to clip the rect here... _focusRect.clip(_videoMode.screenWidth, _videoMode.screenHeight); |