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README.md: Slight name change of argument in documentation about the ScreenHandler.
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README.md

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@@ -162,6 +162,6 @@ You mainly update the screenbuffer by calling `ScreenHandler::write_buffer()` (n
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So a game or application typically calls `write_buffer()` many times in a single frame. It is important to note that you call it in reverse-painter's-algorithm order, which means you write to the buffer in the order of foreground to background,
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e.g. you write your playable character first and then end with scenery such as mountains etc. The reason for this is that every call to `write_buffer()` checks character by character (or tiles, or textels if you will) for already occupying characters before allowing any new characters/tiles/textels to be written into the buffer.
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Later in your program - i.e. before the end of the current frame and after all `write_buffer()` calls have been made in that frame - then call `print_screen_buffer(Color clear_bg_color, DrawPolicy policy)`.
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Later in your program - i.e. before the end of the current frame and after all `write_buffer()` calls have been made in that frame - then call `print_screen_buffer(Color clear_bg_color, DrawPolicy posix_redraw_policy)`.
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It will make a full redraw or a partial of the screen depending on which policy you've selected. Partial redraw means dirty region-tracking which is achieved by diffing the current screen buffers with the previous frame values. This is in very often faster than a full redraw. When a partial redraw is being made, chunks of contiguous cells/textels/tiles will be drawn using gotorc() and at the end of the frame the frame will be flushed.

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