SDL_Rect srcRect;
srcRect.x = offset.X();
srcRect.y = offset.Y();
+ srcRect.h = size.Y();
+ srcRect.w = size.X();
- for (destRect.y = from.Y(); destRect.y < to.Y(); destRect.y += size.Y()) {
+ const Vector<int> total = to - from;
+ const Vector<int> over = total % size;
+ const Vector<int> target = from + (total - over);
+
+ for (destRect.y = from.Y(); destRect.y < target.Y(); destRect.y += size.Y()) {
+ for (destRect.x = from.X(); destRect.x < target.X(); destRect.x += size.X()) {
+ SDL_BlitSurface(surface, &srcRect, dest, &destRect);
+ }
+ }
+ if (over.X() > 0) {
+ destRect.x = target.X();
+ srcRect.w = over.X();
srcRect.h = size.Y();
- destRect.h = size.Y();
- if (destRect.y + destRect.h > to.Y()) {
- srcRect.h = to.Y() - destRect.y;
- destRect.h = to.Y() - destRect.y;
+ for (destRect.y = from.Y(); destRect.y < target.Y(); destRect.y += size.Y()) {
+ SDL_BlitSurface(surface, &srcRect, dest, &destRect);
+ }
+ }
+ if (over.Y() > 0) {
+ destRect.y = target.Y();
+ srcRect.w = size.X();
+ srcRect.h = over.Y();
+ for (destRect.x = from.X(); destRect.x < target.X(); destRect.x += size.X()) {
+ SDL_BlitSurface(surface, &srcRect, dest, &destRect);
}
- for (destRect.x = from.X(); destRect.x < to.X(); destRect.x += size.X()) {
- srcRect.w = size.X();
- destRect.w = size.X();
- if (destRect.x + destRect.w > to.X()) {
- srcRect.w = to.X() - destRect.x;
- destRect.w = to.X() - destRect.x;
- }
+ if (over.X() > 0) {
+ srcRect.w = over.X();
+ srcRect.h = over.Y();
+ destRect.x = target.X();
+ destRect.y = target.Y();
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
}
}