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SCI: Fix drawing in SCI21 hires games without breaking lowres SCI2/SCI21 games
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51b1ec3139
@ -762,14 +762,6 @@ void GfxFrameout::kernelFrameout() {
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// Translate back to actual coordinate within scrollable plane
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nsRect.translate(it->planeOffsetX, it->planeOffsetY);
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if (view && view->isSci2Hires()) {
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view->adjustBackUpscaledCoordinates(nsRect.top, nsRect.left);
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view->adjustBackUpscaledCoordinates(nsRect.bottom, nsRect.right);
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} else if (getSciVersion() >= SCI_VERSION_2_1) {
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_coordAdjuster->fromDisplayToScript(nsRect.top, nsRect.left);
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_coordAdjuster->fromDisplayToScript(nsRect.bottom, nsRect.right);
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}
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if (g_sci->getGameId() == GID_PHANTASMAGORIA2) {
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// HACK: Some (?) objects in Phantasmagoria 2 have no NS rect. Skip them for now.
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// TODO: Remove once we figure out how Phantasmagoria 2 draws objects on screen.
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@ -777,12 +769,15 @@ void GfxFrameout::kernelFrameout() {
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continue;
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}
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// FIXME: We should not update the object's NS rect here.
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// This breaks the sliders in the control panel screen in
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// QFG4, but disabling it does not change any functionality,
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// as the object(s) will be drawn on screen with the
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// calculated coordinates.
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//g_sci->_gfxCompare->setNSRect(itemEntry->object, nsRect);
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if (view && view->isSci2Hires()) {
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view->adjustBackUpscaledCoordinates(nsRect.top, nsRect.left);
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view->adjustBackUpscaledCoordinates(nsRect.bottom, nsRect.right);
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g_sci->_gfxCompare->setNSRect(itemEntry->object, nsRect);
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} else if (getSciVersion() >= SCI_VERSION_2_1 && _resMan->detectHires()) {
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_coordAdjuster->fromDisplayToScript(nsRect.top, nsRect.left);
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_coordAdjuster->fromDisplayToScript(nsRect.bottom, nsRect.right);
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g_sci->_gfxCompare->setNSRect(itemEntry->object, nsRect);
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}
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}
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// Don't attempt to draw sprites that are outside the visible
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