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authorFilippos Karapetis2010-08-20 15:17:19 +0000
committerFilippos Karapetis2010-08-20 15:17:19 +0000
commitdd1708a1f12d1911a785cafdf7344d72065a1086 (patch)
treee83c523c9cc0ed66ed992506aeb3ac64650736f4 /engines/sci/graphics
parent273a9eb036eb9d7144614731394b06468131c6ac (diff)
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Reverting r52224, as it was incorrect - fanmade games use the same interpreter as normal ones, so this doesn't make sense. Added a FIXME with a description about the graphics glitch in fanmade games
svn-id: r52225
Diffstat (limited to 'engines/sci/graphics')
-rw-r--r--engines/sci/graphics/ports.cpp17
1 files changed, 15 insertions, 2 deletions
diff --git a/engines/sci/graphics/ports.cpp b/engines/sci/graphics/ports.cpp
index 8fb9769fc7..34fba9b1e4 100644
--- a/engines/sci/graphics/ports.cpp
+++ b/engines/sci/graphics/ports.cpp
@@ -376,6 +376,20 @@ Window *GfxPorts::addWindow(const Common::Rect &dims, const Common::Rect *restor
if (draw)
drawWindow(pwnd);
setPort((Port *)pwnd);
+
+ // FIXME: changing setOrigin to not clear the rightmost bit fixes the display of windows
+ // in some fanmade games (e.g. New Year's Mystery (Updated)). Since the fanmade games
+ // use an unmodified SCI interpreter, this leads me to believe that there either is some
+ // off-by-one error in the window drawing code, or there is another place where the
+ // rightmost bit should be cleeared. New Year's Mystery is a good test case for this, as
+ // it draws dialogs and then draws cels on top of them, for fancier dialog corners (like,
+ // for example, KQ5). KQ5 has a custom window style, however, whereas New Year's mystery
+ // has a "classic" style with only SCI_WINDOWMGR_STYLE_NOFRAME set. If
+ // SCI_WINDOWMGR_STYLE_NOFRAME is removed, the window is cleared correctly, because it
+ // grows slightly, covering the view pixels on the left. In any case, the views and the
+ // window have a difference of one pixel when they're drawn via kNewWindow and kDrawCel,
+ // which causes the glitch to appear when the window is closed.
+
// All SCI0 games till kq4 .502 (not including) did not adjust against _wmgrPort, we set _wmgrPort->top to 0 in that case
setOrigin(pwnd->rect.left, pwnd->rect.top + _wmgrPort->top);
pwnd->rect.moveTo(0, 0);
@@ -510,8 +524,7 @@ void GfxPorts::setOrigin(int16 left, int16 top) {
// This looks fishy, but it's exactly what sierra did. They removed last bit of left in their interpreter
// It seems sierra did it for EGA byte alignment (EGA uses 1 byte for 2 pixels) and left it in their interpreter even
// when going VGA.
- // Fan made games do not compensate for this - fixes bug #3041153.
- _curPort->left = (g_sci->getGameId() != GID_FANMADE) ? left & 0x7FFE : left;
+ _curPort->left = left & 0x7FFE;
_curPort->top = top;
}