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authorD G Turner2019-11-20 12:21:32 +0000
committerD G Turner2019-11-20 12:21:32 +0000
commitcac14ad6999ae8b6efd0ae2b73d54c512a00c704 (patch)
treeec9d3ba7b94be2f0a4db306c544f1d131dcec116 /backends
parentf014f9a6f2d69309c1eb12b65f012b3f70ee765f (diff)
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GPH: Fix Compilation Breakage from Screen Shake API Changes
This was broken by the recent modifications to the SurfaceSDLGraphics class which this inherits from.
Diffstat (limited to 'backends')
-rw-r--r--backends/graphics/gph/gph-graphics.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/backends/graphics/gph/gph-graphics.cpp b/backends/graphics/gph/gph-graphics.cpp
index cb3e09ac49..1a81cf142c 100644
--- a/backends/graphics/gph/gph-graphics.cpp
+++ b/backends/graphics/gph/gph-graphics.cpp
@@ -78,7 +78,8 @@ ScalerProc *GPHGraphicsManager::getGraphicsScalerProc(int mode) const {
void GPHGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
assert(_transactionMode == kTransactionActive);
- _gameScreenShakeOffset = 0;
+ _gameScreenShakeXOffset = 0;
+ _gameScreenShakeYOffset = 0;
#ifdef USE_RGB_COLOR
// Avoid redundant format changes
@@ -166,7 +167,7 @@ void GPHGraphicsManager::drawMouse() {
// scaling, shake position and aspect ratio correction manually.
if (!_overlayVisible) {
- dst.y += _currentShakePos;
+ dst.y += _currentShakeYOffset;
}
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
@@ -218,16 +219,16 @@ void GPHGraphicsManager::internUpdateScreen() {
#endif
// If the shake position changed, fill the dirty area with blackness
- if (_currentShakePos != _gameScreenShakeOffset ||
- (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
- SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeOffset * _videoMode.scaleFactor)};
+ if (_currentShakeYOffset != _gameScreenShakeYOffset ||
+ (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
+ SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
SDL_FillRect(_hwScreen, &blackrect, 0);
- _currentShakePos = _gameScreenShakeOffset;
+ _currentShakeYOffset = _gameScreenShakeYOffset;
_forceRedraw = true;
}
@@ -305,7 +306,7 @@ void GPHGraphicsManager::internUpdateScreen() {
dstPitch = _hwScreen->pitch;
for (r = _dirtyRectList; r != lastRect; ++r) {
- int dst_y = r->y + _currentShakePos;
+ int dst_y = r->y + _currentShakeYOffset;
int dst_h = 0;
int dst_w = r->w;
int orig_dst_y = 0;