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authorRobert Špalek2009-11-08 22:48:27 +0000
committerRobert Špalek2009-11-08 22:48:27 +0000
commit8edfd6b56c7a7be7a2950d687678269f2aaf7010 (patch)
tree11e4f95271d121e68b5268aef1aab74125d798ab
parentea0b2a8cb8e1e23c62442f248c5b6551469e8db8 (diff)
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Updated the list of TODOs
svn-id: r45768
-rw-r--r--engines/draci/music.cpp8
-rw-r--r--engines/draci/screen.cpp1
-rw-r--r--engines/draci/script.cpp1
-rw-r--r--engines/draci/sprite.cpp2
-rw-r--r--engines/draci/walking.cpp2
5 files changed, 5 insertions, 9 deletions
diff --git a/engines/draci/music.cpp b/engines/draci/music.cpp
index 7e5e4066e4..a46d7d402f 100644
--- a/engines/draci/music.cpp
+++ b/engines/draci/music.cpp
@@ -125,6 +125,8 @@ void MusicPlayer::send(uint32 b) {
if (!_channel[channel]) {
_channel[channel] = (channel == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel();
+ // If a new channel is allocated during the playback, make sure
+ // its volume is correctly initialized.
setChannelVolume(channel);
}
@@ -232,12 +234,6 @@ void MusicPlayer::syncVolume() {
int volume = ConfMan.getInt("music_volume");
debugC(2, kDraciSoundDebugLevel, "Syncing music volume to %d", volume);
setVolume(volume);
-
- // TODO: doesn't work in the beginning when no music is playing yet.
- // It goes through all active channels (= none) and stops. Only after
- // actual instruments have played in the channels, this has an effect.
- // As a consequence, music is very loud in the beginning until Ctrl-F5
- // is pressed for the first time.
}
} // End of namespace Draci
diff --git a/engines/draci/screen.cpp b/engines/draci/screen.cpp
index 70e0faa40a..8e301c0c88 100644
--- a/engines/draci/screen.cpp
+++ b/engines/draci/screen.cpp
@@ -88,7 +88,6 @@ void Screen::interpolatePalettes(const byte *first, const byte *second, uint16 s
_palette[i * 4 + 3] = 0;
}
- // TODO: Investigate why this is needed
// Shift the palette two bits to the left to make it brighter
for (int i = start * 4; i < (start + num) * 4; ++i) {
_palette[i] <<= 2;
diff --git a/engines/draci/script.cpp b/engines/draci/script.cpp
index 11ac5d3bd0..59a09776ce 100644
--- a/engines/draci/script.cpp
+++ b/engines/draci/script.cpp
@@ -572,6 +572,7 @@ void Script::icoStat(Common::Queue<int> &params) {
}
if (_vm->_mouse->getCursorType() == kNormalCursor) {
+ // TODO: is this correct?
if (_vm->_game->getLoopStatus() == kStatusInventory) {
_vm->_mouse->cursorOff();
}
diff --git a/engines/draci/sprite.cpp b/engines/draci/sprite.cpp
index 64374e70e3..2b966c51a1 100644
--- a/engines/draci/sprite.cpp
+++ b/engines/draci/sprite.cpp
@@ -307,8 +307,8 @@ void Text::draw(Surface *surface, bool markDirty, int relX, int relY) const {
_font->drawString(surface, _text, _x + relX, _y + relY, _colour, _spacing, true);
}
-// TODO: Handle scaled parameter properly by implementing Text scaling
Common::Rect Text::getRect(const Displacement &displacement) const {
+ // Texts are never scaled
return Common::Rect(_x + displacement.relX, _y + displacement.relY, _x + displacement.relX + _width, _y + displacement.relY + _height);
}
diff --git a/engines/draci/walking.cpp b/engines/draci/walking.cpp
index 6f2e295000..932259d213 100644
--- a/engines/draci/walking.cpp
+++ b/engines/draci/walking.cpp
@@ -645,7 +645,7 @@ bool WalkingState::walkOnNextEdge() {
Movement nextAnim = directionForNextPhase();
_lastAnimPhase = _vm->_game->playHeroAnimation(nextAnim);
- // TODO: do we need to clear this callback for the animation?
+ // TODO: do we need to clear the callback for the turning animation?
debugC(2, kDraciWalkingDebugLevel, "Turned for edge %d, starting animation %d with phase %d", _segment, nextAnim, _lastAnimPhase);