rendered paste bodyIndex: src/Game.cpp
===================================================================
--- src/Game.cpp (wersja 20)
+++ src/Game.cpp (kopia robocza)
@@ -44,6 +44,7 @@
int gameNum;
int saveGameSpot;
+int missingpixels;
bool finishedLevel;
int drawnMouseX, drawnMouseY;
@@ -57,7 +58,8 @@
powerIndicatorPos,
selectionRect,
spiceIndicatorPos,
- topBarPos;
+ topBarPos,
+ missingPos;
SDL_Surface* fogSurf;
SDL_Surface* hiddenSurf;
@@ -1652,9 +1654,6 @@
fps = 0;
debug = false;
- //When shade is set to true map is not revealed at the beginning of the game
- shade = true;
-
builderSelectMode = fullscreenMode =
groupCreateMode = menuMode = messageMode = moveDownMode =
@@ -3601,8 +3600,14 @@
if (!fullscreenMode)
{
//SDL_BlitSurface((SDL_Surface *)dataFile[UI_GameBar2].dat, NULL, screen, &gameBarPos);
- SDL_BlitSurface(gamebarSurface, NULL, screen, &gameBarPos);
-
+ missingpixels = screen->h - gameBarPos.h;
+ missingPos.w = gameBarPos.w;
+ missingPos.h = gameBarPos.h;
+ missingPos.x = gameBarPos.x;
+ missingPos.y = missingpixels;
+ SDL_BlitSurface(gamebarSurface, NULL, screen, &missingPos);
+ SDL_BlitSurface(gamebarSurface, NULL, screen, &gameBarPos);
+
if (!SDL_MUSTLOCK(screen) || (SDL_LockSurface(screen) == 0))
{
//draw power level indicator
@@ -3694,11 +3699,21 @@
drawLocation.x = topBarPos.x;
drawLocation.y = topBarPos.y;
- drawLocation.w = topBarPos.w;
+ drawLocation.w = screen->w - gameBarPos.w;
drawLocation.h = topBarPos.h - TOPBAR_MASKED_AREA_HEIGHT;
-
+
SDL_FillRect(screen, &drawLocation, COLOUR_BLACK);
SDL_BlitSurface(topBarSurface, NULL, screen, &topBarPos);
+
+ missingpixels = screen->w - topBarPos.w - gameBarPos.w;
+
+ missingPos.x = missingpixels+13;
+ missingPos.y = topBarPos.y;
+ missingPos.w = topBarPos.w;
+ missingPos.h = topBarPos.h;
+
+ SDL_BlitSurface(topBarSurface, NULL, screen, &missingPos);
+
mainButtonsBox.setVisible(!showMentat);
mainButtonsBox.draw();
@@ -3814,7 +3829,7 @@
}
//DRAW MESSAGEBOX
- messageBox.draw();
+ messageBox.draw(fullscreenMode);
if (showFPS)
@@ -4357,9 +4372,9 @@
dborder->maxX -= gameBarPos.w;
//altered
+ dborder->minY += topBarPos.h-TOPBAR_MASKED_AREA_HEIGHT;
+ dborder->maxY = dborder->minY + screen->h-1;
- dborder->minY -= topBarPos.h - TOPBAR_MASKED_AREA_HEIGHT;
-
}
else
{
@@ -4376,8 +4391,10 @@
dborder->minY -= topBarPos.h;
if (dborder->minY < 0)
{
- dborder->maxY = map->sizeY*BLOCKSIZE - screen->h;
- dborder->minY = 0;// map->sizeY*BLOCKSIZE-1;
+ //dborder->maxY = map->sizeY*BLOCKSIZE - screen->h;
+ dborder->minY = 0;
+ dborder->maxY = dborder->minY + screen->h-1;
+ //dborder->minY = 0;// map->sizeY*BLOCKSIZE-1;
}
radarMode = false; //once press tab we can no longer be stuck in radar square