diff --git a/src/gx/Screen.cpp b/src/gx/Screen.cpp index dafd513..af99f50 100644 --- a/src/gx/Screen.cpp +++ b/src/gx/Screen.cpp @@ -14,7 +14,7 @@ float Screen::s_elapsedSec = 0.0f; int32_t Screen::s_presentDisable = 0; static HOBJECT s_stockObjects[SCRNSTOCKOBJECTS]; static float s_stockObjectHeights[SCRNSTOCKOBJECTS] = { 0.01953125f, 0.01953125f }; -static STORM_EXPLICIT_LIST(CILayer, zorderlink) s_zOrderList; +static STORM_EXPLICIT_LIST(CILayer, zorderlink) s_zorderlist; int32_t OnIdle(const EVENT_DATA_IDLE* data, void* a2) { Screen::s_elapsedSec = data->elapsedSec + Screen::s_elapsedSec; @@ -38,7 +38,7 @@ int32_t OnPaint(const void* a1, void* a2) { SRgnCombineRectf(rgn.m_handle, &baseRect, nullptr, 2); // Walk the layer list backward (highest z-order to lowest) to establish visibility rects - for (auto layer = s_zOrderList.Tail(); layer; layer = layer->zorderlink.Prev()) { + for (auto layer = s_zorderlist.Tail(); layer; layer = layer->zorderlink.Prev()) { SRgnGetBoundingRectf(rgn.m_handle, &layer->visible); layer->visible.left = std::max(layer->visible.left, layer->rect.left); @@ -58,7 +58,7 @@ int32_t OnPaint(const void* a1, void* a2) { GxXformViewport(minX, maxX, minY, maxY, minZ, maxZ); // Walk the layer list forward (lowest z-order to highest) to paint visible layers - for (auto layer = s_zOrderList.Head(); layer; layer = layer->zorderlink.Next()) { + for (auto layer = s_zorderlist.Head(); layer; layer = layer->zorderlink.Next()) { if (layer->visible.right > layer->visible.left && layer->visible.top > layer->visible.bottom) { if (layer->flags & 0x4) { GxXformSetViewport( @@ -82,8 +82,6 @@ int32_t OnPaint(const void* a1, void* a2) { if (layer->flags & 0x2) { C44Matrix identity; - GxXformSetView(identity); - C44Matrix orthoProj; GxuXformCreateOrtho( layer->visible.left, @@ -94,6 +92,7 @@ int32_t OnPaint(const void* a1, void* a2) { 500.0f, orthoProj ); + GxXformSetView(identity); GxXformSetProjection(orthoProj); } @@ -182,13 +181,13 @@ void ScrnLayerCreate(const RECTF* rect, float zOrder, uint32_t flags, void* para layer->param = param; layer->paintfunc = paintFunc; - auto node = s_zOrderList.Head(); + auto node = s_zorderlist.Head(); while (node && zOrder < node->zorder) { node = node->zorderlink.Next(); } - s_zOrderList.LinkNode(layer, 1, node); + s_zorderlist.LinkNode(layer, 1, node); *layerPtr = HandleCreate(layer); }