Adjusted screen coordinates so menu doesn't overlap (#66)

* Optimized final blit to the screen render target.

When bumping the table, instead of offseting the table pixels by CPU, just memcpy all the pixels to vScreenTex once, and then render two separate quads from that texture: one for the board and the other for the sidebar. Then change the coordinates of the board quad when bumping.

* Main menu bar doesn't cover game area

* Forgot to also take into account changing UI scale.
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MaikelChan authored and GitHub committed 2021-10-24 18:38:23 +03:00
1 parent 38cf08e298
commit 5789492021
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@@ -204,6 +204,7 @@ void options::toggle(Menu1 uIDCheckItem)
return;
case Menu1::Show_Menu:
Options.ShowMenu = Options.ShowMenu == 0;
fullscrn::window_size_changed();
return;
case Menu1::Full_Screen:
Options.FullScreen ^= true;