Fixed missing cursor after shadow buffer flip (thanks Jan!)

This commit is contained in:
Sam Lantinga
2002-09-09 03:22:19 +00:00
parent 47b26eb2d3
commit 66372631d5

View File

@@ -966,9 +966,9 @@ void SDL_UpdateRects (SDL_Surface *screen, int numrects, SDL_Rect *rects)
if ( screen == SDL_ShadowSurface ) {
/* Blit the shadow surface using saved mapping */
SDL_Palette *pal = screen->format->palette;
SDL_Palette *pal = screen->format->palette;
SDL_Color *saved_colors = NULL;
if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
/* simulated 8bpp, use correct physical palette */
saved_colors = pal->colors;
if ( video->gammacols ) {
@@ -994,8 +994,9 @@ void SDL_UpdateRects (SDL_Surface *screen, int numrects, SDL_Rect *rects)
SDL_VideoSurface, &rects[i]);
}
}
if ( saved_colors )
if ( saved_colors ) {
pal->colors = saved_colors;
}
/* Fall through to video surface update */
screen = SDL_VideoSurface;
@@ -1027,9 +1028,9 @@ int SDL_Flip(SDL_Surface *screen)
/* Copy the shadow surface to the video surface */
if ( screen == SDL_ShadowSurface ) {
SDL_Rect rect;
SDL_Palette *pal = screen->format->palette;
SDL_Palette *pal = screen->format->palette;
SDL_Color *saved_colors = NULL;
if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
/* simulated 8bpp, use correct physical palette */
saved_colors = pal->colors;
if ( video->gammacols ) {
@@ -1045,10 +1046,22 @@ int SDL_Flip(SDL_Surface *screen)
rect.y = 0;
rect.w = screen->w;
rect.h = screen->h;
SDL_LowerBlit(SDL_ShadowSurface,&rect, SDL_VideoSurface,&rect);
if ( saved_colors )
if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) {
SDL_LockCursor();
SDL_DrawCursor(SDL_ShadowSurface);
SDL_LowerBlit(SDL_ShadowSurface, &rect,
SDL_VideoSurface, &rect);
SDL_EraseCursor(SDL_ShadowSurface);
SDL_UnlockCursor();
} else {
SDL_LowerBlit(SDL_ShadowSurface, &rect,
SDL_VideoSurface, &rect);
}
if ( saved_colors ) {
pal->colors = saved_colors;
}
/* Fall through to video surface update */
screen = SDL_VideoSurface;
}
if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {