aboutsummaryrefslogtreecommitdiff
path: root/engines/fullpipe/scene.cpp
diff options
context:
space:
mode:
authorEugene Sandulenko2016-09-23 09:58:00 +0200
committerEugene Sandulenko2016-09-23 18:28:01 +0200
commitc9d01a0cfdd8c39d9e27ff29e6fc13adee296258 (patch)
tree61dc5b2613ec39b172853189dbe60eda4c0edfc4 /engines/fullpipe/scene.cpp
parenta46ac560150318b460a18181a02b627ee1e20a61 (diff)
downloadscummvm-rg350-c9d01a0cfdd8c39d9e27ff29e6fc13adee296258.tar.gz
scummvm-rg350-c9d01a0cfdd8c39d9e27ff29e6fc13adee296258.tar.bz2
scummvm-rg350-c9d01a0cfdd8c39d9e27ff29e6fc13adee296258.zip
FULLPIPE: Made object sorting stable. This removes flicker in many scenes
Diffstat (limited to 'engines/fullpipe/scene.cpp')
-rw-r--r--engines/fullpipe/scene.cpp12
1 files changed, 12 insertions, 0 deletions
diff --git a/engines/fullpipe/scene.cpp b/engines/fullpipe/scene.cpp
index 1d693fcebd..9e44449158 100644
--- a/engines/fullpipe/scene.cpp
+++ b/engines/fullpipe/scene.cpp
@@ -469,10 +469,18 @@ bool Scene::compareObjPriority(const void *p1, const void *p2) {
if (((const GameObject *)p1)->_priority > ((const GameObject *)p2)->_priority)
return true;
+ if (((const GameObject *)p1)->_priority == ((const GameObject *)p2)->_priority)
+ if (((const GameObject *)p1)->_cnum > ((const GameObject *)p2)->_cnum)
+ return true;
+
return false;
}
void Scene::objectList_sortByPriority(Common::Array<StaticANIObject *> &list, bool skipFirst) {
+ // Ensure the sort is stable
+ for (uint i = 0; i < list.size(); i++)
+ list[i]->_cnum = i;
+
if (skipFirst) {
Common::Array<StaticANIObject *>::iterator s = list.begin();
@@ -485,6 +493,10 @@ void Scene::objectList_sortByPriority(Common::Array<StaticANIObject *> &list, bo
}
void Scene::objectList_sortByPriority(Common::Array<PictureObject *> &list, bool skipFirst) {
+ // Ensure the sort is stable
+ for (uint i = 0; i < list.size(); i++)
+ list[i]->_cnum = i;
+
if (skipFirst) {
Common::Array<PictureObject *>::iterator s = list.begin();