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-rw-r--r--engines/agi/menu.cpp18
1 files changed, 18 insertions, 0 deletions
diff --git a/engines/agi/menu.cpp b/engines/agi/menu.cpp
index 803efd757e..cef60ca161 100644
--- a/engines/agi/menu.cpp
+++ b/engines/agi/menu.cpp
@@ -64,6 +64,8 @@ GfxMenu::~GfxMenu() {
}
void GfxMenu::addMenu(const char *menuText) {
+ int16 curColumnEnd = _setupMenuColumn;
+
// already submitted? in that case no further changes possible
if (_submitted)
return;
@@ -72,6 +74,18 @@ void GfxMenu::addMenu(const char *menuText) {
menuEntry->text = menuText;
menuEntry->textLen = menuEntry->text.size();
+
+ // Cut menu name in case menu bar is full
+ // Happens in at least the fan game Get Outta Space Quest
+ // Original interpreter had graphical issues in this case
+ // TODO: this whole code needs to get reworked anyway to support different types of menu bars depending on platform
+ curColumnEnd += menuEntry->textLen;
+ while ((menuEntry->textLen) && (curColumnEnd > 40)) {
+ menuEntry->text.deleteLastChar();
+ menuEntry->textLen--;
+ curColumnEnd--;
+ }
+
menuEntry->row = 0;
menuEntry->column = _setupMenuColumn;
menuEntry->itemCount = 0;
@@ -365,6 +379,10 @@ void GfxMenu::drawMenuName(int16 menuNr, bool inverted) {
GuiMenuEntry *menuEntry = _array[menuNr];
bool disabledLook = false;
+ // Don't draw in case there is no text
+ if (!menuEntry->text.size())
+ return;
+
if (!inverted) {
_text->charAttrib_Set(0, _text->calculateTextBackground(15));
} else {