Fixed some CDialog Graphic bugs
git-svn-id: https://clonekeenplus.svn.sourceforge.net/svnroot/clonekeenplus/cgenius/trunk@208 4df4b0f3-56ce-47cb-b001-ed939b7d65a6
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src/CGLogo.ico
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src/CGLogo.ico
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Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 158 KiB |
@@ -125,9 +125,6 @@ void CGraphics::drawTile(int x, int y, unsigned int t)
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memset(offset, COLOUR_MASK, 16);
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offset+=512;
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}
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//HQBitmap->updateHQBitmap(g_pVideoDriver->getScrollSurface(),x,y);
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}
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else
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{
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@@ -688,8 +688,12 @@ void gamedo_RenderScreen(stCloneKeenPlus *pCKP)
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g_pVideoDriver->sb_blit(); // blit scrollbuffer to display
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gamedo_render_erasedebug();
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gamedo_render_eraseobjects();
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if(pCKP != NULL)
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{
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gamedo_render_erasedebug();
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gamedo_render_eraseobjects();
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}
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curfps++;
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}
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@@ -224,6 +224,7 @@ void CDialog::renderDialog()
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if(scrollpos < (number_of_options-h+2) && number_of_options > (int)(h-2))
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g_pGraphics->sb_drawCharacter((x+w-1)<<3, (y+h-2)<<3, FONT_DOWNARROW);
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}
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// The original Game had a open Dialog Animation. This is what that function does...
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@@ -203,7 +203,7 @@ bool CEGALatch::loadData(const std::string& filename, bool compresseddata)
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0);
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// decode bitmaps into the BitmapData structure. The bitmaps are
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// loaded into one continous stream of image data, with the bitmaps[]
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// loaded into one continuous stream of image data, with the bitmaps[]
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// array giving pointers to where each bitmap starts within the stream.
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