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Slight adjustment of placard text position. It's still not identical to the
original, but I don't consider that to be a problem. svn-id: r16395
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@ -916,12 +916,12 @@ int Script::SF_simulSpeech2(SCRIPTFUNC_PARAMS) {
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// Script function #48 (0x30)
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int Script::sfPlacard(SCRIPTFUNC_PARAMS) {
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GAME_DISPLAYINFO disp_info;
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GAME_DISPLAYINFO disp;
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SURFACE *back_buf = _vm->_gfx->getBackBuffer();
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PALENTRY cur_pal[PAL_ENTRIES];
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PALENTRY *pal;
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_vm->getDisplayInfo(&disp_info);
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_vm->getDisplayInfo(&disp);
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_vm->_gfx->showCursor(false);
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_vm->_gfx->getCurrentPal(cur_pal);
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@ -929,13 +929,18 @@ int Script::sfPlacard(SCRIPTFUNC_PARAMS) {
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_vm->_interface->setStatusText("");
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Rect rect(disp_info.logical_w, disp_info.scene_h);
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Rect rect(disp.logical_w, disp.scene_h);
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drawRect(back_buf, &rect, 138);
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// TODO: Draw the text at the correct spot. This is (probably) just a
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// close approximation.
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// Put the text in the center of the viewport, assuming it will fit on
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// one line. If we cannot make that assumption we'll need to extend
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// the text drawing function so that it can center text around a point.
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// It doesn't end up in exactly the same spot as the original did it,
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// but it's close enough for now at least.
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_vm->textDraw(MEDIUM_FONT_ID, back_buf, getString(thread->pop()),
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disp_info.logical_w / 2, disp_info.scene_h / 2,
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disp.logical_w / 2,
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(disp.scene_h - _vm->_font->getHeight(MEDIUM_FONT_ID)) / 2,
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_vm->_gfx->getWhite(), _vm->_gfx->getBlack(),
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FONT_OUTLINE | FONT_CENTERED);
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