(screen.c) Fix sprite draw at screen edge
Problem - Sprites can be drawn at X/Y coordinates >= 0xfff9 to appear partially over the left/upper screen boundary. But the dirty-rectangle calculation doesn't account for this, so these updates will only appear on the screen if something *else* dirties this area of the screen. This can be observed in /projects/examples/devices/screen.tal where these edges of the screen show stale content. Solution - Detect wrapping and expand the dirty rectangle appropriately. Change screen_change to take Uint16 to make sure values are truncated to the intended range. Ignore changes that are fully off the screen.
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@ -25,8 +25,12 @@ static Uint8 blending[4][16] = {
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{2, 3, 1, 2, 2, 3, 1, 2, 2, 3, 1, 2, 2, 3, 1, 2}};
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{2, 3, 1, 2, 2, 3, 1, 2, 2, 3, 1, 2, 2, 3, 1, 2}};
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static void
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static void
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screen_change(int x1, int y1, int x2, int y2)
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screen_change(Uint16 x1, Uint16 y1, Uint16 x2, Uint16 y2)
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{
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{
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if(x1 > uxn_screen.width && x2 > x1) return;
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if(y1 > uxn_screen.height && y2 > y1) return;
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if(x1 > x2) x1 = 0;
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if(y1 > y2) y1 = 0;
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if(x1 < uxn_screen.x1) uxn_screen.x1 = x1;
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if(x1 < uxn_screen.x1) uxn_screen.x1 = x1;
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if(y1 < uxn_screen.y1) uxn_screen.y1 = y1;
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if(y1 < uxn_screen.y1) uxn_screen.y1 = y1;
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if(x2 > uxn_screen.x2) uxn_screen.x2 = x2;
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if(x2 > uxn_screen.x2) uxn_screen.x2 = x2;
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