Age | Commit message (Collapse) | Author |
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SSCI's last resort comparison here was to compare the object IDs
of planes & screen items, but this randomly breaks (at least) the
"you have died" dialog at the end of Phant1, and text & buttons
in Hoyle5, even in SSCI itself.
This commit changes last resort comparison to use a monotonically
increasing ID instead, which keeps objects with identical priority
& z-index in creation order when compared.
Fixes Trac#9585.
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Ow. My eyeballs.
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It seems highly probable that there are later SCI games that use
the "hi res" rendering path, so sorting and unsorting of
ScreenItemLists needs to be accurate.
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This line drawing code lives in a remodelled GfxPaint32 class
that is totally separate from GfxPaint16.
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The old name matches the selector, but isn’t as clear.
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The implementation was not correctly rounding the scaled position
with mulru, leading to occasionally incorrect hit detection at
the boundaries of boxes.
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This adds a slightly more accurate comparison algorithm that will
at least ensure that all the engine-generated planes and screen
items with matching priorities will be sorted above
script-generated planes and screen items, like in the original
engine. It still does not sort script-generated items by memory
handle order, so if that is ever a thing that actually happens,
those may still be in the wrong order.
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