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author | Filippos Karapetis | 2012-10-08 22:37:47 +0300 |
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committer | Filippos Karapetis | 2012-10-08 22:47:27 +0300 |
commit | a73e3f44add407f28f1b790d11a9317200a2cb39 (patch) | |
tree | a102c103352258debbf3d3270e77b4c295f53fc4 /engines | |
parent | 25bf42516c16f7e5d65799902f997858ce6917f1 (diff) | |
download | scummvm-rg350-a73e3f44add407f28f1b790d11a9317200a2cb39.tar.gz scummvm-rg350-a73e3f44add407f28f1b790d11a9317200a2cb39.tar.bz2 scummvm-rg350-a73e3f44add407f28f1b790d11a9317200a2cb39.zip |
SCI: Add a workaround for the large text boxes in Freddy Pharkas CD
Fixes bug #3575276 - "SCI: Freddy Pharkas: Text sometimes drawn/erased
incorrectly"
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/graphics/ports.cpp | 41 |
1 files changed, 37 insertions, 4 deletions
diff --git a/engines/sci/graphics/ports.cpp b/engines/sci/graphics/ports.cpp index 6b4c8180bf..8acdeed763 100644 --- a/engines/sci/graphics/ports.cpp +++ b/engines/sci/graphics/ports.cpp @@ -380,17 +380,50 @@ Window *GfxPorts::addWindow(const Common::Rect &dims, const Common::Rect *restor int16 oldtop = pwnd->dims.top; int16 oldleft = pwnd->dims.left; - if (wmprect.top > pwnd->dims.top) + // WORKAROUND: We also adjust the restore rect when adjusting the window + // rect. + // SSCI does not do this. It wasn't necessary in the original interpreter, + // but it is needed for Freddy Pharkas CD. This version does not normally + // have text, but we allow this by modifying the text/speech setting + // according to what is set in the ScummVM GUI (refer to syncIngameAudioOptions() + // in sci.cpp). Since the text used in Freddy Pharkas CD is quite large in + // some cases, it ends up being offset in order to fit inside the screen, + // but the associated restore rect isn't adjusted accordingly, leading to + // artifacts being left on screen when some text boxes are removed. The + // fact that the restore rect wasn't ever adjusted doesn't make sense, and + // adjusting it shouldn't have any negative side-effects (it *should* be + // adjusted, normally, but SCI doesn't do it). The big text boxes are still + // odd-looking, because the text rect is drawn outside the text window rect, + // but at least there aren't any leftover textbox artifacts left when the + // boxes are removed. Adjusting the text window rect would require more + // invasive changes than this one, thus it's not really worth the effort + // for a feature that was not present in the original game, and its + // implementation is buggy in the first place. + // Adjusting the restore rect properly fixes bug #3575276. + + if (wmprect.top > pwnd->dims.top) { pwnd->dims.moveTo(pwnd->dims.left, wmprect.top); + if (restoreRect) + pwnd->restoreRect.moveTo(pwnd->restoreRect.left, wmprect.top); + } - if (wmprect.bottom < pwnd->dims.bottom) + if (wmprect.bottom < pwnd->dims.bottom) { pwnd->dims.moveTo(pwnd->dims.left, wmprect.bottom - pwnd->dims.bottom + pwnd->dims.top); + if (restoreRect) + pwnd->restoreRect.moveTo(pwnd->restoreRect.left, wmprect.bottom - pwnd->restoreRect.bottom + pwnd->restoreRect.top); + } - if (wmprect.right < pwnd->dims.right) + if (wmprect.right < pwnd->dims.right) { pwnd->dims.moveTo(wmprect.right + pwnd->dims.left - pwnd->dims.right, pwnd->dims.top); + if (restoreRect) + pwnd->restoreRect.moveTo(wmprect.right + pwnd->restoreRect.left - pwnd->restoreRect.right, pwnd->restoreRect.top); + } - if (wmprect.left > pwnd->dims.left) + if (wmprect.left > pwnd->dims.left) { pwnd->dims.moveTo(wmprect.left, pwnd->dims.top); + if (restoreRect) + pwnd->restoreRect.moveTo(wmprect.left, pwnd->restoreRect.top); + } pwnd->rect.moveTo(pwnd->rect.left + pwnd->dims.left - oldleft, pwnd->rect.top + pwnd->dims.top - oldtop); |