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authorChris Warren-Smith2011-10-17 22:35:48 +1000
committerChris Warren-Smith2011-10-18 23:22:25 +1000
commited07b99b22c2cf092f207dc15b26801c502534ac (patch)
treed9da48b5e0385d36c09aac398bc8306d7c5a63e1 /backends/platform/bada/graphics.cpp
parentca7bc7184652be9673045f5d810ec4bd310c120c (diff)
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BADA: Misc changes merged from appstore release
Diffstat (limited to 'backends/platform/bada/graphics.cpp')
-rw-r--r--backends/platform/bada/graphics.cpp54
1 files changed, 0 insertions, 54 deletions
diff --git a/backends/platform/bada/graphics.cpp b/backends/platform/bada/graphics.cpp
index 4ab90a633f..bd65c597c6 100644
--- a/backends/platform/bada/graphics.cpp
+++ b/backends/platform/bada/graphics.cpp
@@ -38,7 +38,6 @@ BadaGraphicsManager::BadaGraphicsManager(BadaAppForm *appForm) :
_initState(true) {
assert(appForm != NULL);
_videoMode.fullscreen = true;
- _videoMode.antialiasing = true;
}
const Graphics::Font *BadaGraphicsManager::getFontOSD() {
@@ -195,7 +194,6 @@ void BadaGraphicsManager::loadTextures() {
// prevent image skew in some games, see:
// http://www.opengl.org/resources/features/KilgardTechniques/oglpitfall
- // note: this did not solve the pixel border problem in refreshGameScreen()
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
@@ -234,58 +232,6 @@ void BadaGraphicsManager::unloadGFXMode() {
logLeaving();
}
-void BadaGraphicsManager::refreshGameScreen() {
- if (_screenNeedsRedraw)
- _screenDirtyRect = Common::Rect(0, 0, _screenData.w, _screenData.h);
-
- int x = _screenDirtyRect.left;
- int y = _screenDirtyRect.top;
- int w = _screenDirtyRect.width();
- int h = _screenDirtyRect.height();
-
- if (_screenData.format.bytesPerPixel == 1) {
- // Create a temporary RGB888 surface
- int sw = w;
- int sh = h;
-
- if (_videoMode.screenWidth == w && _videoMode.screenHeight == h) {
- // The extra border prevents random pixels from appearing in the right and bottom
- // screen column/row. Not sure whether this should be applied to opengl-graphics.cpp
- sw = w + 1;
- sh = h + 1;
- }
-
- byte *surface = new byte[sw * sh * 3];
-
- // Convert the paletted buffer to RGB888
- const byte *src = (byte *)_screenData.pixels + y * _screenData.pitch;
- src += x * _screenData.format.bytesPerPixel;
- byte *dst = surface;
- for (int i = 0; i < h; i++) {
- for (int j = 0; j < w; j++) {
- dst[0] = _gamePalette[src[j] * 3];
- dst[1] = _gamePalette[src[j] * 3 + 1];
- dst[2] = _gamePalette[src[j] * 3 + 2];
- dst += 3;
- }
- src += _screenData.pitch;
- }
-
- // Update the texture
- _gameTexture->updateBuffer(surface, w * 3, x, y, sw, sh);
-
- // Free the temp surface
- delete[] surface;
- } else {
- // Update the texture
- _gameTexture->updateBuffer((byte *)_screenData.pixels + y * _screenData.pitch +
- x * _screenData.format.bytesPerPixel, _screenData.pitch, x, y, w, h);
- }
-
- _screenNeedsRedraw = false;
- _screenDirtyRect = Common::Rect();
-}
-
// display a simple splash screen until launcher is ready
void BadaGraphicsManager::showSplash() {
Canvas canvas;