(svn r23419) -Fix [FS#4864] (r23316): the sprite aligner was broken as it didn't scale properly to 'GUI' scale

This commit is contained in:
rubidium 2011-12-04 09:15:13 +00:00
parent 432c16d5b9
commit 5fc4ce1eb1

View File

@ -685,8 +685,8 @@ struct SpriteAlignerWindow : Window {
case SAW_OFFSETS: { case SAW_OFFSETS: {
const Sprite *spr = GetSprite(this->current_sprite, ST_NORMAL); const Sprite *spr = GetSprite(this->current_sprite, ST_NORMAL);
SetDParam(0, spr->x_offs); SetDParam(0, spr->x_offs / ZOOM_LVL_BASE);
SetDParam(1, spr->y_offs); SetDParam(1, spr->y_offs / ZOOM_LVL_BASE);
break; break;
} }
@ -714,18 +714,18 @@ struct SpriteAlignerWindow : Window {
const Sprite *spr = GetSprite(this->current_sprite, ST_NORMAL); const Sprite *spr = GetSprite(this->current_sprite, ST_NORMAL);
int width = r.right - r.left + 1; int width = r.right - r.left + 1;
int height = r.bottom - r.top + 1; int height = r.bottom - r.top + 1;
int x = r.left - spr->x_offs + (width - spr->width) / 2; int x = r.left - spr->x_offs / ZOOM_LVL_BASE + (width - spr->width / ZOOM_LVL_BASE) / 2;
int y = r.top - spr->y_offs + (height - spr->height) / 2; int y = r.top - spr->y_offs / ZOOM_LVL_BASE + (height - spr->height / ZOOM_LVL_BASE) / 2;
/* And draw only the part within the sprite area */ /* And draw only the part within the sprite area */
SubSprite subspr = { SubSprite subspr = {
spr->x_offs + (spr->width - width) / 2 + 1, spr->x_offs + (spr->width - width * ZOOM_LVL_BASE) / 2 + 1,
spr->y_offs + (spr->height - height) / 2 + 1, spr->y_offs + (spr->height - height * ZOOM_LVL_BASE) / 2 + 1,
spr->x_offs + (spr->width + width) / 2 - 1, spr->x_offs + (spr->width + width * ZOOM_LVL_BASE) / 2 - 1,
spr->y_offs + (spr->height + height) / 2 - 1, spr->y_offs + (spr->height + height * ZOOM_LVL_BASE) / 2 - 1,
}; };
DrawSprite(this->current_sprite, PAL_NONE, x, y, &subspr, ZOOM_LVL_NORMAL); DrawSprite(this->current_sprite, PAL_NONE, x, y, &subspr, ZOOM_LVL_GUI);
break; break;
} }
@ -806,10 +806,10 @@ struct SpriteAlignerWindow : Window {
*/ */
Sprite *spr = const_cast<Sprite *>(GetSprite(this->current_sprite, ST_NORMAL)); Sprite *spr = const_cast<Sprite *>(GetSprite(this->current_sprite, ST_NORMAL));
switch (widget) { switch (widget) {
case SAW_UP: spr->y_offs--; break; case SAW_UP: spr->y_offs -= ZOOM_LVL_BASE; break;
case SAW_DOWN: spr->y_offs++; break; case SAW_DOWN: spr->y_offs += ZOOM_LVL_BASE; break;
case SAW_LEFT: spr->x_offs--; break; case SAW_LEFT: spr->x_offs -= ZOOM_LVL_BASE; break;
case SAW_RIGHT: spr->x_offs++; break; case SAW_RIGHT: spr->x_offs += ZOOM_LVL_BASE; break;
} }
/* Ofcourse, we need to redraw the sprite, but where is it used? /* Ofcourse, we need to redraw the sprite, but where is it used?
* Everywhere is a safe bet. */ * Everywhere is a safe bet. */