Fix game dialog window position

See #3
This commit is contained in:
Alexander Batalov 2022-05-21 14:04:50 +03:00
parent feaa8f639b
commit 2d5cb4061d

View File

@ -33,6 +33,22 @@
#include <assert.h>
#include <stdio.h>
#define GAME_DIALOG_WINDOW_WIDTH 640
#define GAME_DIALOG_WINDOW_HEIGHT 480
#define GAME_DIALOG_REPLY_WINDOW_X 135
#define GAME_DIALOG_REPLY_WINDOW_Y 225
#define GAME_DIALOG_REPLY_WINDOW_WIDTH 379
#define GAME_DIALOG_REPLY_WINDOW_HEIGHT 58
#define GAME_DIALOG_OPTIONS_WINDOW_X 127
#define GAME_DIALOG_OPTIONS_WINDOW_Y 335
#define GAME_DIALOG_OPTIONS_WINDOW_WIDTH 393
#define GAME_DIALOG_OPTIONS_WINDOW_HEIGHT 117
#define GAME_DIALOG_REVIEW_WINDOW_WIDTH 640
#define GAME_DIALOG_REVIEW_WINDOW_HEIGHT 480
// 0x444D10
int _Dogs[3] = {
0x1000088,
@ -1123,7 +1139,9 @@ int gameDialogReviewWindowInit(int* win)
return -1;
}
*win = windowCreate(0, 0, _scr_size.right - _scr_size.left + 1, 480, 256, WINDOW_FLAG_0x10 | WINDOW_FLAG_0x04);
int reviewWindowX = (screenGetWidth() - GAME_DIALOG_REVIEW_WINDOW_WIDTH) / 2;
int reviewWindowY = (screenGetHeight() - GAME_DIALOG_REVIEW_WINDOW_HEIGHT) / 2;
*win = windowCreate(reviewWindowX, reviewWindowY, GAME_DIALOG_REVIEW_WINDOW_WIDTH, GAME_DIALOG_REVIEW_WINDOW_HEIGHT, 256, WINDOW_FLAG_0x10 | WINDOW_FLAG_0x04);
if (*win == -1) {
return -1;
}
@ -1138,11 +1156,11 @@ int gameDialogReviewWindowInit(int* win)
unsigned char* windowBuffer = windowGetBuffer(*win);
blitBufferToBuffer(backgroundFrmData,
_scr_size.right - _scr_size.left + 1,
480,
_scr_size.right - _scr_size.left + 1,
GAME_DIALOG_REVIEW_WINDOW_WIDTH,
GAME_DIALOG_REVIEW_WINDOW_HEIGHT,
GAME_DIALOG_REVIEW_WINDOW_WIDTH,
windowBuffer,
_scr_size.right - _scr_size.left + 1);
GAME_DIALOG_REVIEW_WINDOW_WIDTH);
artUnlock(_reviewBackKey);
_reviewBackKey = INVALID_CACHE_ENTRY;
@ -1340,7 +1358,7 @@ void gameDialogReviewWindowUpdate(int win, int origin)
return;
}
int width = _scr_size.right - _scr_size.left + 1;
int width = GAME_DIALOG_WINDOW_WIDTH;
blitBufferToBuffer(
gGameDialogReviewWindowBackgroundFrmData + width * entriesRect.top + entriesRect.left,
width,
@ -1523,7 +1541,9 @@ int _gdProcessInit()
{
int fid;
gGameDialogReplyWindow = windowCreate(135, 225, 379, 58, 256, WINDOW_FLAG_0x04);
int replyWindowX = (screenGetWidth() - GAME_DIALOG_WINDOW_WIDTH) / 2 + GAME_DIALOG_REPLY_WINDOW_X;
int replyWindowY = (screenGetHeight() - GAME_DIALOG_WINDOW_HEIGHT) / 2 + GAME_DIALOG_REPLY_WINDOW_Y;
gGameDialogReplyWindow = windowCreate(replyWindowX, replyWindowY, GAME_DIALOG_REPLY_WINDOW_WIDTH, GAME_DIALOG_REPLY_WINDOW_HEIGHT, 256, WINDOW_FLAG_0x04);
if (gGameDialogReplyWindow == -1) {
goto err;
}
@ -1546,7 +1566,9 @@ int _gdProcessInit()
buttonSetCallbacks(downBtn, _gsound_red_butt_press, _gsound_red_butt_release);
buttonSetMouseCallbacks(downBtn, _reply_arrow_down, _reply_arrow_restore, 0, 0);
gGameDialogOptionsWindow = windowCreate(127, 335, 393, 117, 256, WINDOW_FLAG_0x04);
int optionsWindowX = (screenGetWidth() - GAME_DIALOG_WINDOW_WIDTH) / 2 + GAME_DIALOG_OPTIONS_WINDOW_X;
int optionsWindowY = (screenGetHeight() - GAME_DIALOG_WINDOW_HEIGHT) / 2 + GAME_DIALOG_OPTIONS_WINDOW_Y;
gGameDialogOptionsWindow = windowCreate(optionsWindowX, optionsWindowY, GAME_DIALOG_OPTIONS_WINDOW_WIDTH, GAME_DIALOG_OPTIONS_WINDOW_HEIGHT, 256, WINDOW_FLAG_0x04);
if (gGameDialogOptionsWindow == -1) {
goto err_2;
}
@ -2143,9 +2165,11 @@ int _gdCreateHeadWindow()
{
_dialogue_state = 1;
int windowWidth = _scr_size.right - _scr_size.left + 1;
int windowWidth = GAME_DIALOG_WINDOW_WIDTH;
gGameDialogBackgroundWindow = windowCreate(0, 0, windowWidth, 480, 256, WINDOW_FLAG_0x02);
int backgroundWindowX = (screenGetWidth() - GAME_DIALOG_WINDOW_WIDTH) / 2;
int backgroundWindowY = (screenGetHeight() - GAME_DIALOG_WINDOW_HEIGHT) / 2;
gGameDialogBackgroundWindow = windowCreate(backgroundWindowX, backgroundWindowY, windowWidth, GAME_DIALOG_WINDOW_HEIGHT, 256, WINDOW_FLAG_0x02);
gameDialogWindowRenderBackground();
unsigned char* buf = windowGetBuffer(gGameDialogBackgroundWindow);
@ -2479,6 +2503,8 @@ void _demo_copy_options(int win)
Rect windowRect;
windowGetRect(gGameDialogWindow, &windowRect);
windowRect.left -= (screenGetWidth() - GAME_DIALOG_WINDOW_WIDTH) / 2;
windowRect.top -= (screenGetHeight() - GAME_DIALOG_WINDOW_HEIGHT) / 2;
unsigned char* src = windowGetBuffer(gGameDialogWindow);
if (src == NULL) {
@ -2511,6 +2537,8 @@ void _gDialogRefreshOptionsRect(int win, Rect* drawRect)
Rect windowRect;
windowGetRect(gGameDialogWindow, &windowRect);
windowRect.left -= (screenGetWidth() - GAME_DIALOG_WINDOW_WIDTH) / 2;
windowRect.top -= (screenGetHeight() - GAME_DIALOG_WINDOW_HEIGHT) / 2;
unsigned char* src = windowGetBuffer(gGameDialogWindow);
if (src == NULL) {
@ -2690,7 +2718,7 @@ void _gdialog_scroll_subwin(int win, int a2, unsigned char* a3, unsigned char* a
if (a2 == 1) {
rect.left = 0;
rect.right = _scr_size.right - _scr_size.left;
rect.right = GAME_DIALOG_WINDOW_WIDTH - 1;
rect.bottom = a6 - 1;
int v18 = a6 / 10;
@ -2700,28 +2728,28 @@ void _gdialog_scroll_subwin(int win, int a2, unsigned char* a3, unsigned char* a
} else {
rect.top = v18 * 10;
v7 = a6 % 10;
v9 += (_scr_size.right - _scr_size.left + 1) * rect.top;
v9 += (GAME_DIALOG_WINDOW_WIDTH) * rect.top;
}
for (; v18 >= 0; v18--) {
soundContinueAll();
blitBufferToBuffer(a3,
_scr_size.right - _scr_size.left + 1,
GAME_DIALOG_WINDOW_WIDTH,
v7,
_scr_size.right - _scr_size.left + 1,
GAME_DIALOG_WINDOW_WIDTH,
v9,
_scr_size.right - _scr_size.left + 1);
GAME_DIALOG_WINDOW_WIDTH);
rect.top -= 10;
windowRefreshRect(win, &rect);
v7 += 10;
v9 -= 10 * (_scr_size.right - _scr_size.left + 1);
v9 -= 10 * (GAME_DIALOG_WINDOW_WIDTH);
tick = _get_time();
while (getTicksSince(tick) < 33) {
}
}
} else {
rect.right = _scr_size.right - _scr_size.left;
rect.right = GAME_DIALOG_WINDOW_WIDTH - 1;
rect.bottom = a6 - 1;
rect.left = 0;
rect.top = 0;
@ -2730,22 +2758,22 @@ void _gdialog_scroll_subwin(int win, int a2, unsigned char* a3, unsigned char* a
soundContinueAll();
blitBufferToBuffer(a5,
_scr_size.right - _scr_size.left + 1,
GAME_DIALOG_WINDOW_WIDTH,
10,
_scr_size.right - _scr_size.left + 1,
GAME_DIALOG_WINDOW_WIDTH,
v9,
_scr_size.right - _scr_size.left + 1);
GAME_DIALOG_WINDOW_WIDTH);
v9 += 10 * (_scr_size.right - _scr_size.left + 1);
v9 += 10 * (GAME_DIALOG_WINDOW_WIDTH);
v7 -= 10;
a5 += 10 * (_scr_size.right - _scr_size.left + 1);
a5 += 10 * (GAME_DIALOG_WINDOW_WIDTH);
blitBufferToBuffer(a3,
_scr_size.right - _scr_size.left + 1,
GAME_DIALOG_WINDOW_WIDTH,
v7,
_scr_size.right - _scr_size.left + 1,
GAME_DIALOG_WINDOW_WIDTH,
v9,
_scr_size.right - _scr_size.left + 1);
GAME_DIALOG_WINDOW_WIDTH);
windowRefreshRect(win, &rect);
@ -2944,13 +2972,16 @@ int _gdialog_barter_create_win()
}
_dialogue_subwin_len = artGetHeight(backgroundFrm, 0, 0);
gGameDialogWindow = windowCreate(0, 480 - _dialogue_subwin_len, _scr_size.right - _scr_size.left + 1, _dialogue_subwin_len, 256, WINDOW_FLAG_0x02);
int barterWindowX = (screenGetWidth() - GAME_DIALOG_WINDOW_WIDTH) / 2;
int barterWindowY = (screenGetHeight() - GAME_DIALOG_WINDOW_HEIGHT) / 2 + GAME_DIALOG_WINDOW_HEIGHT - _dialogue_subwin_len;
gGameDialogWindow = windowCreate(barterWindowX, barterWindowY, GAME_DIALOG_WINDOW_WIDTH, _dialogue_subwin_len, 256, WINDOW_FLAG_0x02);
if (gGameDialogWindow == -1) {
artUnlock(backgroundHandle);
return -1;
}
int width = _scr_size.right - _scr_size.left + 1;
int width = GAME_DIALOG_WINDOW_WIDTH;
unsigned char* windowBuffer = windowGetBuffer(gGameDialogWindow);
unsigned char* backgroundWindowBuffer = windowGetBuffer(gGameDialogBackgroundWindow);
@ -3019,7 +3050,7 @@ void _gdialog_barter_destroy_win()
}
unsigned char* backgroundWindowBuffer = windowGetBuffer(gGameDialogBackgroundWindow);
backgroundWindowBuffer += (_scr_size.right - _scr_size.left + 1) * (480 - _dialogue_subwin_len);
backgroundWindowBuffer += (GAME_DIALOG_WINDOW_WIDTH) * (480 - _dialogue_subwin_len);
int frmId;
if (gGameDialogSpeakerIsPartyMember) {
@ -3095,7 +3126,9 @@ int partyMemberControlWindowInit()
}
_dialogue_subwin_len = artGetHeight(backgroundFrm, 0, 0);
gGameDialogWindow = windowCreate(0, 480 - _dialogue_subwin_len, _scr_size.right - _scr_size.left + 1, _dialogue_subwin_len, 256, WINDOW_FLAG_0x02);
int controlWindowX = (screenGetWidth() - GAME_DIALOG_WINDOW_WIDTH) / 2;
int controlWindowY = (screenGetHeight() - GAME_DIALOG_WINDOW_HEIGHT) / 2 + GAME_DIALOG_WINDOW_HEIGHT - _dialogue_subwin_len;
gGameDialogWindow = windowCreate(controlWindowX, controlWindowY, GAME_DIALOG_WINDOW_WIDTH, _dialogue_subwin_len, 256, WINDOW_FLAG_0x02);
if (gGameDialogWindow == -1) {
partyMemberControlWindowFree();
return -1;
@ -3103,7 +3136,7 @@ int partyMemberControlWindowInit()
unsigned char* windowBuffer = windowGetBuffer(gGameDialogWindow);
unsigned char* src = windowGetBuffer(gGameDialogBackgroundWindow);
blitBufferToBuffer(src + (_scr_size.right - _scr_size.left + 1) * (480 - _dialogue_subwin_len), _scr_size.right - _scr_size.left + 1, _dialogue_subwin_len, _scr_size.right - _scr_size.left + 1, windowBuffer, _scr_size.right - _scr_size.left + 1);
blitBufferToBuffer(src + (GAME_DIALOG_WINDOW_WIDTH) * (GAME_DIALOG_WINDOW_HEIGHT - _dialogue_subwin_len), GAME_DIALOG_WINDOW_WIDTH, _dialogue_subwin_len, GAME_DIALOG_WINDOW_WIDTH, windowBuffer, GAME_DIALOG_WINDOW_WIDTH);
_gdialog_scroll_subwin(gGameDialogWindow, 1, backgroundData, windowBuffer, 0, _dialogue_subwin_len, 0);
artUnlock(backgroundFrmHandle);
@ -3254,7 +3287,7 @@ void partyMemberControlWindowFree()
int backgroundFid = buildFid(6, 390, 0, 0, 0);
unsigned char* backgroundFrmData = artLockFrameData(backgroundFid, 0, 0, &backgroundFrmHandle);
if (backgroundFrmData != NULL) {
_gdialog_scroll_subwin(gGameDialogWindow, 0, backgroundFrmData, windowGetBuffer(gGameDialogWindow), windowGetBuffer(gGameDialogBackgroundWindow) + (_scr_size.right - _scr_size.left + 1) * (480 - _dialogue_subwin_len), _dialogue_subwin_len, 0);
_gdialog_scroll_subwin(gGameDialogWindow, 0, backgroundFrmData, windowGetBuffer(gGameDialogWindow), windowGetBuffer(gGameDialogBackgroundWindow) + (GAME_DIALOG_WINDOW_WIDTH) * (480 - _dialogue_subwin_len), _dialogue_subwin_len, 0);
artUnlock(backgroundFrmHandle);
}
@ -3528,8 +3561,9 @@ int partyMemberCustomizationWindowInit()
_dialogue_subwin_len = artGetHeight(backgroundFrm, 0, 0);
int y = 480 - _dialogue_subwin_len;
gGameDialogWindow = windowCreate(0, y, _scr_size.right - _scr_size.left + 1, _dialogue_subwin_len, 256, WINDOW_FLAG_0x02);
int customizationWindowX = (screenGetWidth() - GAME_DIALOG_WINDOW_WIDTH) / 2;
int customizationWindowY = (screenGetHeight() - GAME_DIALOG_WINDOW_HEIGHT) / 2 + GAME_DIALOG_WINDOW_HEIGHT - _dialogue_subwin_len;
gGameDialogWindow = windowCreate(customizationWindowX, customizationWindowY, GAME_DIALOG_WINDOW_WIDTH, _dialogue_subwin_len, 256, WINDOW_FLAG_0x02);
if (gGameDialogWindow == -1) {
partyMemberCustomizationWindowFree();
return -1;
@ -3537,12 +3571,12 @@ int partyMemberCustomizationWindowInit()
unsigned char* windowBuffer = windowGetBuffer(gGameDialogWindow);
unsigned char* parentWindowBuffer = windowGetBuffer(gGameDialogBackgroundWindow);
blitBufferToBuffer(parentWindowBuffer + y * (_scr_size.right - _scr_size.left + 1),
_scr_size.right - _scr_size.left + 1,
blitBufferToBuffer(parentWindowBuffer + (GAME_DIALOG_WINDOW_HEIGHT - _dialogue_subwin_len) * GAME_DIALOG_WINDOW_WIDTH,
GAME_DIALOG_WINDOW_WIDTH,
_dialogue_subwin_len,
_scr_size.right - _scr_size.left + 1,
GAME_DIALOG_WINDOW_WIDTH,
windowBuffer,
_scr_size.right - _scr_size.left + 1);
GAME_DIALOG_WINDOW_WIDTH);
_gdialog_scroll_subwin(gGameDialogWindow, 1, backgroundFrmData, windowBuffer, NULL, _dialogue_subwin_len, 0);
artUnlock(backgroundFrmHandle);
@ -3653,7 +3687,7 @@ void partyMemberCustomizationWindowFree()
int fid = buildFid(6, 391, 0, 0, 0);
unsigned char* backgroundFrmData = artLockFrameData(fid, 0, 0, &backgroundFrmHandle);
if (backgroundFrmData != NULL) {
_gdialog_scroll_subwin(gGameDialogWindow, 0, backgroundFrmData, windowGetBuffer(gGameDialogWindow), windowGetBuffer(gGameDialogBackgroundWindow) + (_scr_size.right - _scr_size.left + 1) * (480 - _dialogue_subwin_len), _dialogue_subwin_len, 0);
_gdialog_scroll_subwin(gGameDialogWindow, 0, backgroundFrmData, windowGetBuffer(gGameDialogWindow), windowGetBuffer(gGameDialogBackgroundWindow) + (GAME_DIALOG_WINDOW_WIDTH) * (480 - _dialogue_subwin_len), _dialogue_subwin_len, 0);
artUnlock(backgroundFrmHandle);
}
@ -3709,7 +3743,7 @@ void partyMemberCustomizationWindowUpdate()
int backgroundWidth = artGetWidth(background, 0, 0);
int backgroundHeight = artGetHeight(background, 0, 0);
unsigned char* backgroundData = artGetFrameData(background, 0, 0);
blitBufferToBuffer(backgroundData, backgroundWidth, backgroundHeight, backgroundWidth, windowBuffer, _scr_size.right - _scr_size.left + 1);
blitBufferToBuffer(backgroundData, backgroundWidth, backgroundHeight, backgroundWidth, windowBuffer, GAME_DIALOG_WINDOW_WIDTH);
artUnlock(backgroundHandle);
@ -3817,9 +3851,9 @@ int _gdCustomSelect(int a1)
int backgroundFrmWidth = artGetWidth(backgroundFrm, 0, 0);
int backgroundFrmHeight = artGetHeight(backgroundFrm, 0, 0);
int x = (640 - backgroundFrmWidth) / 2;
int y = (480 - backgroundFrmHeight) / 2;
int win = windowCreate(x, y, backgroundFrmWidth, backgroundFrmHeight, 256, WINDOW_FLAG_0x10 | WINDOW_FLAG_0x04);
int selectWindowX = (screenGetWidth() - backgroundFrmWidth) / 2;
int selectWindowY = (screenGetHeight() - backgroundFrmHeight) / 2;
int win = windowCreate(selectWindowX, selectWindowY, backgroundFrmWidth, backgroundFrmHeight, 256, WINDOW_FLAG_0x10 | WINDOW_FLAG_0x04);
if (win == -1) {
artUnlock(backgroundFrmHandle);
return -1;
@ -3866,10 +3900,10 @@ int _gdCustomSelect(int a1)
_gdCustomSelectRedraw(windowBuffer, backgroundFrmWidth, a1, value);
windowRefresh(win);
int minX = x + 42;
int minY = y + 42;
int maxX = x + backgroundFrmWidth - 42;
int maxY = y + backgroundFrmHeight - 42;
int minX = selectWindowX + 42;
int minY = selectWindowY + 42;
int maxX = selectWindowX + backgroundFrmWidth - 42;
int maxY = selectWindowY + backgroundFrmHeight - 42;
bool done = false;
unsigned int v53 = 0;
@ -3899,6 +3933,8 @@ int _gdCustomSelect(int a1)
continue;
}
// No need to use mouseHitTestInWindow as these values are already
// in screen coordinates.
if (!_mouse_click_in(minX, minY, maxX, maxY)) {
continue;
}
@ -4037,7 +4073,7 @@ void gameDialogBarterButtonUpMouseUp(int btn, int keyCode)
// 0x44A62C
int _gdialog_window_create()
{
const int screenWidth = _scr_size.right - _scr_size.left + 1;
const int screenWidth = GAME_DIALOG_WINDOW_WIDTH;
if (_gdialog_window_created) {
return -1;
@ -4060,13 +4096,15 @@ int _gdialog_window_create()
if (backgroundFrmData != NULL) {
_dialogue_subwin_len = artGetHeight(backgroundFrm, 0, 0);
gGameDialogWindow = windowCreate(0, 480 - _dialogue_subwin_len, screenWidth, _dialogue_subwin_len, 256, 2);
int dialogSubwindowX = (screenGetWidth() - GAME_DIALOG_WINDOW_WIDTH) / 2;
int dialogSubwindowY = (screenGetHeight() - GAME_DIALOG_WINDOW_HEIGHT) / 2 + GAME_DIALOG_WINDOW_HEIGHT - _dialogue_subwin_len;
gGameDialogWindow = windowCreate(dialogSubwindowX, dialogSubwindowY, screenWidth, _dialogue_subwin_len, 256, 2);
if (gGameDialogWindow != -1) {
unsigned char* v10 = windowGetBuffer(gGameDialogWindow);
unsigned char* v14 = windowGetBuffer(gGameDialogBackgroundWindow);
// TODO: Not sure about offsets.
blitBufferToBuffer(v14 + screenWidth * (480 - _dialogue_subwin_len), screenWidth, _dialogue_subwin_len, screenWidth, v10, screenWidth);
blitBufferToBuffer(v14 + screenWidth * (GAME_DIALOG_WINDOW_HEIGHT - _dialogue_subwin_len), screenWidth, _dialogue_subwin_len, screenWidth, v10, screenWidth);
if (_dialogue_just_started) {
windowRefresh(gGameDialogBackgroundWindow);
@ -4152,7 +4190,7 @@ void _gdialog_window_destroy()
artUnlock(gGameDialogReviewButtonDownFrmHandle);
artUnlock(gGameDialogReviewButtonUpFrmHandle);
int offset = (_scr_size.right - _scr_size.left + 1) * (480 - _dialogue_subwin_len);
int offset = (GAME_DIALOG_WINDOW_WIDTH) * (480 - _dialogue_subwin_len);
unsigned char* backgroundWindowBuffer = windowGetBuffer(gGameDialogBackgroundWindow) + offset;
int frmId;
@ -4188,7 +4226,7 @@ int gameDialogWindowRenderBackground()
return -1;
}
int windowWidth = _scr_size.right - _scr_size.left + 1;
int windowWidth = GAME_DIALOG_WINDOW_WIDTH;
unsigned char* windowBuffer = windowGetBuffer(gGameDialogBackgroundWindow);
blitBufferToBuffer(backgroundFrmData, windowWidth, 480, windowWidth, windowBuffer, windowWidth);
artUnlock(backgroundFrmHandle);
@ -4225,9 +4263,9 @@ int _talkToRefreshDialogWindowRect(Rect* rect)
blitBufferToBuffer(backgroundFrmData + offset,
rect->right - rect->left,
rect->bottom - rect->top,
_scr_size.right - _scr_size.left + 1,
GAME_DIALOG_WINDOW_WIDTH,
windowBuffer + offset,
_scr_size.right - _scr_size.left + 1);
GAME_DIALOG_WINDOW_WIDTH);
artUnlock(backgroundFrmHandle);
@ -4281,7 +4319,7 @@ void gameDialogRenderTalkingHead(Art* headFrm, int frame)
unsigned char* backgroundFrmData = artGetFrameData(backgroundFrm, 0, 0);
if (backgroundFrmData != NULL) {
blitBufferToBuffer(backgroundFrmData, 388, 200, 388, gGameDialogDisplayBuffer, _scr_size.right - _scr_size.left + 1);
blitBufferToBuffer(backgroundFrmData, 388, 200, 388, gGameDialogDisplayBuffer, GAME_DIALOG_WINDOW_WIDTH);
} else {
debugPrint("\tError getting background data in display...\n");
}
@ -4304,7 +4342,7 @@ void gameDialogRenderTalkingHead(Art* headFrm, int frame)
a3 += _totalHotx;
if (data != NULL) {
int destWidth = _scr_size.right - _scr_size.left + 1;
int destWidth = GAME_DIALOG_WINDOW_WIDTH;
int destOffset = destWidth * (200 - height) + a3 + (388 - width) / 2;
if (destOffset + width * v8 > 0) {
destOffset += width * v8;
@ -4328,12 +4366,12 @@ void gameDialogRenderTalkingHead(Art* headFrm, int frame)
unsigned char* src = windowGetBuffer(gIsoWindow);
blitBufferToBuffer(
src + ((_scr_size.bottom - _scr_size.top - 331) / 2) * (_scr_size.right - _scr_size.left + 1) + (_scr_size.right - _scr_size.left - 387) / 2,
src + ((GAME_DIALOG_WINDOW_WIDTH - 332) / 2) * (GAME_DIALOG_WINDOW_WIDTH) + (GAME_DIALOG_WINDOW_WIDTH - 388) / 2,
388,
200,
_scr_size.right - _scr_size.left + 1,
screenGetWidth(),
gGameDialogDisplayBuffer,
_scr_size.right - _scr_size.left + 1);
GAME_DIALOG_WINDOW_WIDTH);
}
Rect v27;
@ -4345,10 +4383,10 @@ void gameDialogRenderTalkingHead(Art* headFrm, int frame)
unsigned char* dest = windowGetBuffer(gGameDialogBackgroundWindow);
unsigned char* data1 = artGetFrameData(gGameDialogUpperHighlightFrm, 0, 0);
gameDialogRenderHighlight(data1, gGameDialogUpperHighlightFrmWidth, gGameDialogUpperHighlightFrmHeight, gGameDialogUpperHighlightFrmWidth, dest, 426, 15, _scr_size.right - _scr_size.left + 1, _light_BlendTable, _light_GrayTable);
gameDialogRenderHighlight(data1, gGameDialogUpperHighlightFrmWidth, gGameDialogUpperHighlightFrmHeight, gGameDialogUpperHighlightFrmWidth, dest, 426, 15, GAME_DIALOG_WINDOW_WIDTH, _light_BlendTable, _light_GrayTable);
unsigned char* data2 = artGetFrameData(gGameDialogLowerHighlightFrm, 0, 0);
gameDialogRenderHighlight(data2, gGameDialogLowerHighlightFrmWidth, gGameDialogLowerHighlightFrmHeight, gGameDialogLowerHighlightFrmWidth, dest, 129, 214 - gGameDialogLowerHighlightFrmHeight - 2, _scr_size.right - _scr_size.left + 1, _dark_BlendTable, _dark_GrayTable);
gameDialogRenderHighlight(data2, gGameDialogLowerHighlightFrmWidth, gGameDialogLowerHighlightFrmHeight, gGameDialogLowerHighlightFrmWidth, dest, 129, 214 - gGameDialogLowerHighlightFrmHeight - 2, GAME_DIALOG_WINDOW_WIDTH, _dark_BlendTable, _dark_GrayTable);
for (int index = 0; index < 8; ++index) {
Rect* rect = &(_backgrndRects[index]);
@ -4358,8 +4396,8 @@ void gameDialogRenderTalkingHead(Art* headFrm, int frame)
width,
rect->bottom - rect->top,
width,
dest + (_scr_size.right - _scr_size.left + 1) * rect->top + rect->left,
_scr_size.right - _scr_size.left + 1);
dest + (GAME_DIALOG_WINDOW_WIDTH) * rect->top + rect->left,
GAME_DIALOG_WINDOW_WIDTH);
}
windowRefreshRect(gGameDialogBackgroundWindow, &v27);