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author | Robert Crossfield | 2016-07-15 20:40:17 +1000 |
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committer | Robert Crossfield | 2016-07-17 16:40:49 +1000 |
commit | 1a880c748c5cfb5ed64ca220ff332bc353726345 (patch) | |
tree | 2c531f0b3be7e36a4c3ea69df312b32ef304fe53 | |
parent | 246d48b467cd88d666311bf95b3c966a53eaf0da (diff) | |
download | scummvm-rg350-1a880c748c5cfb5ed64ca220ff332bc353726345.tar.gz scummvm-rg350-1a880c748c5cfb5ed64ca220ff332bc353726345.tar.bz2 scummvm-rg350-1a880c748c5cfb5ed64ca220ff332bc353726345.zip |
SCUMM: Maniac V0: Clear the text area of the screen on fade out
-rw-r--r-- | engines/scumm/gfx.cpp | 5 | ||||
-rw-r--r-- | engines/scumm/gfx.h | 2 |
2 files changed, 6 insertions, 1 deletions
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp index 1d1b6b4f13..5dc96eceb9 100644 --- a/engines/scumm/gfx.cpp +++ b/engines/scumm/gfx.cpp @@ -3795,6 +3795,11 @@ void ScummEngine::fadeOut(int effect) { _textSurface.fillRect(Common::Rect(0, vs->topline * _textSurfaceMultiplier, _textSurface.pitch, (vs->topline + vs->h) * _textSurfaceMultiplier), 0); #endif + // V0 wipes the text area before fading out + if (_game.version == 0) { + updateDirtyScreen( kTextVirtScreen ); + } + // TheDig can disable fadeIn(), and may call fadeOut() several times // successively. Disabling the _screenEffectFlag check forces the screen // to get cleared. This fixes glitches, at least, in the first cutscenes diff --git a/engines/scumm/gfx.h b/engines/scumm/gfx.h index 42844daf30..86913f9e2e 100644 --- a/engines/scumm/gfx.h +++ b/engines/scumm/gfx.h @@ -58,7 +58,7 @@ struct CameraData { /** Virtual screen identifiers */ enum VirtScreenNumber { kMainVirtScreen = 0, // The 'stage' - kTextVirtScreen = 1, // In V1-V3 games: the area where text is printed + kTextVirtScreen = 1, // In V0-V3 games: the area where text is printed kVerbVirtScreen = 2, // The verb area kUnkVirtScreen = 3 // ?? Not sure what this one is good for... }; |