DINGUX: Fix dinguxsdl graphics backend

This commit is contained in:
gameblabla 2019-02-10 22:06:48 +01:00 committed by David Turner
parent d8eb3c14a4
commit b0803118da
2 changed files with 13 additions and 12 deletions

View File

@ -136,7 +136,7 @@ void DINGUXSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFor
}
void DINGUXSdlGraphicsManager::drawMouse() {
if (!_cursorVisible || !_mouseSurface) {
if (!_cursorVisible || !_mouseSurface || !_mouseCurState.w || !_mouseCurState.h) {
_mouseBackup.x = _mouseBackup.y = _mouseBackup.w = _mouseBackup.h = 0;
return;
}
@ -144,13 +144,15 @@ void DINGUXSdlGraphicsManager::drawMouse() {
SDL_Rect dst;
int scale;
int hotX, hotY;
const Common::Point virtualCursor = convertWindowToVirtual(_cursorX, _cursorY);
if (_videoMode.mode == GFX_HALF && !_overlayVisible) {
dst.x = _cursorX / 2;
dst.y = _cursorY / 2;
dst.x = virtualCursor.x / 2;
dst.y = virtualCursor.y / 2;
} else {
dst.x = _cursorX;
dst.y = _cursorY;
dst.x = virtualCursor.x;
dst.y = virtualCursor.y;
}
if (!_overlayVisible) {
@ -178,9 +180,7 @@ void DINGUXSdlGraphicsManager::drawMouse() {
// We draw the pre-scaled cursor image, so now we need to adjust for
// scaling, shake position and aspect ratio correction manually.
if (!_overlayVisible) {
dst.y += _currentShakePos;
}
dst.y += _currentShakePos;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
dst.y = real2Aspect(dst.y);
@ -193,11 +193,12 @@ void DINGUXSdlGraphicsManager::drawMouse() {
// Note that SDL_BlitSurface() and addDirtyRect() will both perform any
// clipping necessary
if (SDL_BlitSurface(_mouseSurface, NULL, _hwScreen, &dst) != 0)
if (SDL_BlitSurface(_mouseSurface, nullptr, _hwScreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
// The screen will be updated using real surface coordinates, i.e.
// they will not be scaled or aspect-ratio corrected.
addDirtyRect(dst.x, dst.y, dst.w, dst.h, true);
}
@ -231,8 +232,9 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
#endif
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
SDL_Rect blackrect = {0, 0, _videoMode.screenWidth * _videoMode.scaleFactor, _newShakePos * _videoMode.scaleFactor};
if (_currentShakePos != _newShakePos ||
(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_newShakePos * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;

View File

@ -43,7 +43,6 @@ public:
void initSize(uint w, uint h, const Graphics::PixelFormat *format = NULL) override;
const OSystem::GraphicsMode *getSupportedGraphicsModes() const override;
bool setGraphicsMode(const char *name) override;
bool setGraphicsMode(int mode) override;
void setGraphicsModeIntern() override;
void internUpdateScreen() override;