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author | Colin Snover | 2016-07-31 13:43:28 -0500 |
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committer | Colin Snover | 2016-08-19 13:57:40 -0500 |
commit | c8a2b9af225e0ebca7d98f7b1063793a290953cd (patch) | |
tree | 8e8f236b15b00a7d0d888492dca0641ddc01231a /engines | |
parent | 03177721b864439afb9b245d0f9be6528b458b12 (diff) | |
download | scummvm-rg350-c8a2b9af225e0ebca7d98f7b1063793a290953cd.tar.gz scummvm-rg350-c8a2b9af225e0ebca7d98f7b1063793a290953cd.tar.bz2 scummvm-rg350-c8a2b9af225e0ebca7d98f7b1063793a290953cd.zip |
SCI32: Fix comment
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/graphics/cursor32.cpp | 14 | ||||
-rw-r--r-- | engines/sci/graphics/frameout.cpp | 2 |
2 files changed, 9 insertions, 7 deletions
diff --git a/engines/sci/graphics/cursor32.cpp b/engines/sci/graphics/cursor32.cpp index 5b63859972..a05c66e1cc 100644 --- a/engines/sci/graphics/cursor32.cpp +++ b/engines/sci/graphics/cursor32.cpp @@ -183,10 +183,11 @@ void GfxCursor32::setView(const GuiResourceId viewId, const int16 loopNo, const _height = view._height; // SSCI never increased the size of cursors, but some of the cursors - // in early SSCI games were designed for low-resolution screens and so - // are kind of hard to pick out when running in high-resolution mode. + // in early SCI32 games were designed for low-resolution display mode + // and so are kind of hard to pick out when running in high-resolution + // mode. // To address this, we make some slight adjustments to cursor display - // in a couple of games. + // in these early games: // GK1: All the cursors are increased in size since they all appear to // be designed for low-res display. // PQ4: We only make the cursors bigger if they are above a set @@ -342,20 +343,21 @@ void GfxCursor32::move() { return; } - // If it was off the screen, just show it and return + // Cursor moved onto the screen after being offscreen _cursor.rect.moveTo(_position.x - _hotSpot.x, _position.y - _hotSpot.y); if (_cursorBack.rect.isEmpty()) { revealCursor(); return; } - // If we just moved entirely off screen, remove background & return + // Cursor moved offscreen if (!_cursor.rect.intersects(_vmapRegion.rect)) { drawToHardware(_cursorBack); return; } if (!_cursor.rect.intersects(_cursorBack.rect)) { + // Cursor moved to a completely different part of the screen _drawBuff1.rect = _cursor.rect; _drawBuff1.rect.clip(_vmapRegion.rect); readVideo(_drawBuff1); @@ -366,13 +368,13 @@ void GfxCursor32::move() { paint(_drawBuff1, _cursor); drawToHardware(_drawBuff1); - // erase drawToHardware(_cursorBack); _cursorBack.rect = _cursor.rect; _cursorBack.rect.clip(_vmapRegion.rect); copy(_cursorBack, _drawBuff2); } else { + // Cursor moved, but still overlaps the previous cursor location Common::Rect mergedRect(_cursorBack.rect); mergedRect.extend(_cursor.rect); mergedRect.clip(_vmapRegion.rect); diff --git a/engines/sci/graphics/frameout.cpp b/engines/sci/graphics/frameout.cpp index aad321521e..e9234d92b7 100644 --- a/engines/sci/graphics/frameout.cpp +++ b/engines/sci/graphics/frameout.cpp @@ -72,7 +72,7 @@ GfxFrameout::GfxFrameout(SegManager *segMan, ResourceManager *resMan, GfxCoordAd _overdrawThreshold(0), _palMorphIsOn(false) { - // QFG4 is the only SCI32 game that doesn't have a high-resolution toggle + // QFG4 is the only SCI32 game that doesn't have a high-resolution version if (g_sci->getGameId() == GID_QFG4) { _isHiRes = false; } |