diff options
Diffstat (limited to 'engines/sci/graphics/picture.cpp')
-rw-r--r-- | engines/sci/graphics/picture.cpp | 29 |
1 files changed, 25 insertions, 4 deletions
diff --git a/engines/sci/graphics/picture.cpp b/engines/sci/graphics/picture.cpp index 38742b2510..82aae5399f 100644 --- a/engines/sci/graphics/picture.cpp +++ b/engines/sci/graphics/picture.cpp @@ -275,12 +275,32 @@ void GfxPicture::drawCelData(byte *inbuffer, int size, int headerPos, int rlePos if (!celBitmap) error("Unable to allocate temporary memory for picture drawing"); + if (g_sci->getPlatform() == Common::kPlatformMacintosh && getSciVersion() >= SCI_VERSION_2) { + // See GfxView::unpackCel() for why this black/white swap is done + // This picture swap is only needed in SCI32, not SCI1.1 + if (clearColor == 0) + clearColor = 0xff; + else if (clearColor == 0xff) + clearColor = 0; + } + if (compression) unpackCelData(inbuffer, celBitmap, clearColor, pixelCount, rlePos, literalPos, _resMan->getViewType(), width, false); else // No compression (some SCI32 pictures) memcpy(celBitmap, rlePtr, pixelCount); + if (g_sci->getPlatform() == Common::kPlatformMacintosh && getSciVersion() >= SCI_VERSION_2) { + // See GfxView::unpackCel() for why this black/white swap is done + // This picture swap is only needed in SCI32, not SCI1.1 + for (int i = 0; i < pixelCount; i++) { + if (celBitmap[i] == 0) + celBitmap[i] = 0xff; + else if (celBitmap[i] == 0xff) + celBitmap[i] = 0; + } + } + Common::Rect displayArea = _coordAdjuster->pictureGetDisplayArea(); uint16 skipCelBitmapPixels = 0; @@ -306,10 +326,11 @@ void GfxPicture::drawCelData(byte *inbuffer, int size, int headerPos, int rlePos sourcePixelSkipPerRow = width - (rightX - leftX); // Change clearcolor to white, if we dont add to an existing picture. That way we will paint everything on screen - // but white and that wont matter because the screen is supposed to be already white. It seems that most (if not all) - // SCI1.1 games use color 0 as transparency and SCI1 games use color 255 as transparency. Sierra SCI seems to paint - // the whole data to screen and wont skip over transparent pixels. So this will actually make it work like Sierra - if (!_addToFlag) + // but white and that won't matter because the screen is supposed to be already white. It seems that most (if not all) + // SCI1.1 games use color 0 as transparency and SCI1 games use color 255 as transparency. Sierra SCI seems to paint + // the whole data to screen and wont skip over transparent pixels. So this will actually make it work like Sierra. + // SCI32 doesn't use _addToFlag at all. + if (!_addToFlag && _resourceType != SCI_PICTURE_TYPE_SCI32) clearColor = _screen->getColorWhite(); byte drawMask = priority == 255 ? GFX_SCREEN_MASK_VISUAL : GFX_SCREEN_MASK_VISUAL | GFX_SCREEN_MASK_PRIORITY; |