/** Hide the chatbox */ void NetworkUndrawChatMessage() { /* Sometimes we also need to hide the cursor * This is because both textmessage and the cursor take a shot of the * screen before drawing. * Now the textmessage takes his shot and paints his data before the cursor * does, so in the shot of the cursor is the screen-data of the textmessage * included when the cursor hangs somewhere over the textmessage. To * avoid wrong repaints, we undraw the cursor in that case, and everything * looks nicely ;) * (and now hope this story above makes sense to you ;)) */ if (_cursor.visible && _cursor.draw_pos.x + _cursor.draw_size.x >= _chatmsg_box.x && _cursor.draw_pos.x <= _chatmsg_box.x + _chatmsg_box.width && _cursor.draw_pos.y + _cursor.draw_size.y >= _screen.height - _chatmsg_box.y - _chatmsg_box.height && _cursor.draw_pos.y <= _screen.height - _chatmsg_box.y) { UndrawMouseCursor(); } if (_chatmessage_visible) { Blitter *blitter = BlitterFactory::GetCurrentBlitter(); int x = _chatmsg_box.x; int y = _screen.height - _chatmsg_box.y - _chatmsg_box.height; int width = _chatmsg_box.width; int height = _chatmsg_box.height; if (y < 0) { height = max(height + y, min(_chatmsg_box.height, _screen.height)); y = 0; } if (x + width >= _screen.width) { width = _screen.width - x; } if (width <= 0 || height <= 0) return; _chatmessage_visible = false; /* Put our 'shot' back to the screen */ blitter->CopyFromBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _chatmessage_backup, width, height); /* And make sure it is updated next time */ _video_driver->MakeDirty(x, y, width, height); _chatmessage_dirty = true; } }