rendered paste bodyIndex: src/Game.cpp
===================================================================
--- src/Game.cpp (wersja 29)
+++ src/Game.cpp (kopia robocza)
@@ -42,6 +42,8 @@
indicatorX = NONE,
indicatorY = NONE;
+int missingpixels = 0;
+
int gameNum;
int saveGameSpot;
bool finishedLevel;
@@ -59,7 +61,8 @@
selectionRect,
spiceIndicatorPos,
topBarPos,
- topBarFillerPos;
+ topBarFillerPos,
+ missingpixelsPos;
SDL_Surface* fogSurf;
SDL_Surface* hiddenSurf;
@@ -1654,9 +1657,6 @@
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 =
@@ -3346,6 +3346,17 @@
drawLocation;
+ if (missingpixels)
+ {
+ drawLocation.x = 0;
+ drawLocation.y = 0;
+ drawLocation.w = missingpixels;
+ if (fullscreenMode)
+ drawLocation.h = screen->h-1;
+ else
+ drawLocation.h = screen->h - topBarPos.h -1;
+ SDL_FillRect(screen, &drawLocation, COLOUR_BLACK);
+ }
//debugCount = 0;
TerrainClass* cell;
@@ -4376,12 +4387,18 @@
if (fullscreenMode)
{
fullscreenMode = false;
- dborder->maxX -= gameBarPos.w;
+ if (missingpixels)
+ {
+ dborder->minX = missingpixels;
+ dborder->maxX = dborder->maxX + missingpixels;// Still problems with tuning it properly - gameBarPos.w ;
+ }
+ else
+ dborder->maxX -= gameBarPos.w;
//altered
-
- dborder->minY -= topBarPos.h - TOPBAR_MASKED_AREA_HEIGHT;
-
+ dborder->minY += topBarPos.h-TOPBAR_MASKED_AREA_HEIGHT;
+ dborder->maxY = dborder->minY + screen->h;
+ missingpixels = 0;
}
else
{
@@ -4393,13 +4410,17 @@
dborder->maxX = map->sizeX*BLOCKSIZE-1;
dborder->minX = map->sizeX*BLOCKSIZE - screen->w;
}
+ if ((map->sizeX*BLOCKSIZE)< screen->w )
+ missingpixels = screen->w - (map->sizeX*BLOCKSIZE);
//altered
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