DINGUX: Fix Compilation Breakage from Screen Shake API Changes

This was broken by the recent modifications to the SurfaceSDLGraphics class
which this inherits from.
This commit is contained in:
D G Turner 2019-11-20 12:14:52 +00:00
parent 12fca19d59
commit f014f9a6f2

View File

@ -86,7 +86,8 @@ ScalerProc *DINGUXSdlGraphicsManager::getGraphicsScalerProc(int mode) const {
void DINGUXSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
assert(_transactionMode == kTransactionActive);
_gameScreenShakeOffset = 0;
_gameScreenShakeXOffset = 0;
_gameScreenShakeYOffset = 0;
#ifdef USE_RGB_COLOR
// Avoid redundant format changes
@ -169,7 +170,7 @@ 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.
dst.y += _currentShakePos;
dst.y += _currentShakeYOffset;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
dst.y = real2Aspect(dst.y);
@ -221,16 +222,16 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
#endif
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _gameScreenShakeOffset ||
(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeOffset * _videoMode.scaleFactor)};
if (_currentShakeYOffset != _gameScreenShakeYOffset ||
(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
SDL_FillRect(_hwScreen, &blackrect, 0);
_currentShakePos = _gameScreenShakeOffset;
_currentShakeYOffset = _gameScreenShakeYOffset;
_forceRedraw = true;
}
@ -304,7 +305,7 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
dstPitch = _hwScreen->pitch;
for (r = _dirtyRectList; r != lastRect; ++r) {
int dst_y = r->y + _currentShakePos;
int dst_y = r->y + _currentShakeYOffset;
int dst_h = 0;
int dst_w = r->w;
int orig_dst_y = 0;