SHERLOCK: RT: Fix order of drawing sprites and on-screen widgets

This commit is contained in:
Paul Gilbert 2015-06-30 08:32:58 -04:00
parent 2664ee6314
commit 4ff695524a
3 changed files with 5 additions and 6 deletions

View File

@ -346,10 +346,10 @@ void TattooScene::doBgAnim() {
doBgAnimUpdateBgObjectsAndAnim();
ui.drawInterface();
doBgAnimDrawSprites();
ui.drawInterface();
if (vm._creditsActive)
vm.blitCredits();

View File

@ -294,9 +294,6 @@ void TattooUserInterface::drawInterface(int bufferNum) {
if (_widget)
_widget->draw();
// Handle drawing the text tooltip if necessary
_tooltipWidget.draw();
if (vm._creditsActive)
vm.drawCredits();
@ -306,6 +303,9 @@ void TattooUserInterface::drawInterface(int bufferNum) {
if (screen._flushScreen)
screen.blockMove(_currentScroll);
// Handle drawing the text tooltip if necessary
_tooltipWidget.draw();
}
void TattooUserInterface::doBgAnimRestoreUI() {

View File

@ -80,7 +80,6 @@ void WidgetBase::draw() {
bounds.translate(currentScroll.x, currentScroll.y);
// Draw the background for the widget
screen._backBuffer1.blitFrom(screen._backBuffer2, Common::Point(bounds.left, bounds.top), bounds);
drawBackground();
// Draw the widget onto the back buffer and then slam it to the screen