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authorTorbjörn Andersson2006-07-10 18:57:40 +0000
committerTorbjörn Andersson2006-07-10 18:57:40 +0000
commitcd020a688ed445dc67cd9f1c70a90f6c890d9af5 (patch)
tree3251847edd87fab41a4320118077014cb5582ccc
parent6eecad572293815af18642382f341b866424dcc8 (diff)
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Moved the initial screen clearing from play() to load(), so that it will be
done before the MPEG player calls showOverlay(). svn-id: r23482
-rw-r--r--engines/sword2/animation.cpp25
1 files changed, 13 insertions, 12 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp
index fd6a2b0b5e..b7a712fe54 100644
--- a/engines/sword2/animation.cpp
+++ b/engines/sword2/animation.cpp
@@ -257,6 +257,19 @@ bool MoviePlayer::load(const char *name, MovieTextObject *text[]) {
_numFrames = _movies[i].frames;
if (_numFrames > 60)
_leadOutFrame = _numFrames - 60;
+
+ // Not all cutscenes cover the entire screen, so clear
+ // it. We will always clear the game screen, no matter
+ // how the cutscene is to be displayed. (We have to do
+ // this before showing the overlay.)
+
+ _vm->_mouse->closeMenuImmediately();
+
+ if (!_seamless) {
+ _vm->_screen->clearScene();
+ }
+
+ _vm->_screen->updateDisplay();
return true;
}
}
@@ -290,18 +303,6 @@ void MoviePlayer::play(int32 leadIn, int32 leadOut) {
savePalette();
- // Not all cutscenes cover the entire screen, so clear it. We will
- // always clear the game screen, no matter how the cutscene is to be
- // displayed.
-
- _vm->_mouse->closeMenuImmediately();
-
- if (!_seamless) {
- _vm->_screen->clearScene();
- }
-
- _vm->_screen->updateDisplay();
-
#ifndef SCUMM_BIG_ENDIAN
flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
#endif