aboutsummaryrefslogtreecommitdiff
path: root/backends/sdl/sdl_gl.cpp
diff options
context:
space:
mode:
authorMax Horn2002-09-28 16:19:28 +0000
committerMax Horn2002-09-28 16:19:28 +0000
commit9dc5fe2a1dc4196d5785b484bfb1a96d33d732e8 (patch)
tree94e2f0106e37178e9ed3077b81a1de7c4fd9d43b /backends/sdl/sdl_gl.cpp
parent45877ea2dce71ecde2d11e71827eae891d91e203 (diff)
downloadscummvm-rg350-9dc5fe2a1dc4196d5785b484bfb1a96d33d732e8.tar.gz
scummvm-rg350-9dc5fe2a1dc4196d5785b484bfb1a96d33d732e8.tar.bz2
scummvm-rg350-9dc5fe2a1dc4196d5785b484bfb1a96d33d732e8.zip
cleaned up various variable names in the SDL backend & NewGui; also fixed a small buglet that could cause garbage to appear behind the mouse cursor when closing NewGui while inside a game
svn-id: r5029
Diffstat (limited to 'backends/sdl/sdl_gl.cpp')
-rw-r--r--backends/sdl/sdl_gl.cpp44
1 files changed, 22 insertions, 22 deletions
diff --git a/backends/sdl/sdl_gl.cpp b/backends/sdl/sdl_gl.cpp
index 9e6e0f8e72..67626a7ea0 100644
--- a/backends/sdl/sdl_gl.cpp
+++ b/backends/sdl/sdl_gl.cpp
@@ -75,22 +75,22 @@ void OSystem_SDL_GL::set_palette(const byte *colors, uint start, uint num) {
b += 4;
}
- if (start < _palette_changed_first)
- _palette_changed_first = start;
+ if (start < _paletteDirtyStart)
+ _paletteDirtyStart = start;
- if (start + num > _palette_changed_last)
- _palette_changed_last = start + num;
+ if (start + num > _paletteDirtyEnd)
+ _paletteDirtyEnd = start + num;
}
void OSystem_SDL_GL::load_gfx_mode() {
int gl_flags = FB2GL_320 | FB2GL_PITCH;
- force_full = true;
- scaling = 2;
+ _forceFull = true;
+ _scaleFactor = 2;
_mode_flags = 0;
- sdl_screen = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 8, 0, 0, 0, 0);
- if (sdl_screen == NULL)
- error("sdl_screen failed failed");
+ _screen = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth, _screenHeight, 8, 0, 0, 0, 0);
+ if (_screen == NULL)
+ error("_screen failed failed");
_mode_flags = DF_WANT_RECT_OPTIM;
@@ -111,9 +111,9 @@ void OSystem_SDL_GL::load_gfx_mode() {
}
void OSystem_SDL_GL::unload_gfx_mode() {
- if (sdl_screen) {
- SDL_FreeSurface(sdl_screen);
- sdl_screen = NULL;
+ if (_screen) {
+ SDL_FreeSurface(_screen);
+ _screen = NULL;
}
}
@@ -123,9 +123,9 @@ void OSystem_SDL_GL::update_screen() {
draw_mouse();
/* If the shake position changed, fill the dirty area with blackness */
- if (_current_shake_pos != _new_shake_pos) {
+ if (_currentShakePos != _newShakePos) {
- _current_shake_pos = _new_shake_pos;
+ _currentShakePos = _newShakePos;
}
@@ -134,15 +134,15 @@ void OSystem_SDL_GL::update_screen() {
* "real" 8bit mode, palatte changes may be visible immediatly,
* and we want to avoid any ugly effects.
*/
- if (_palette_changed_last != 0) {
- fb2gl.setPalette(_palette_changed_first,
- _palette_changed_last - _palette_changed_first);
+ if (_paletteDirtyEnd != 0) {
+ fb2gl.setPalette(_paletteDirtyStart,
+ _paletteDirtyEnd - _paletteDirtyStart);
- _palette_changed_last = 0;
+ _paletteDirtyEnd = 0;
}
// FIXME - this seems to be tied to 320x200 - what about Zak256 which needs 320x240 ?
- fb2gl.update(sdl_screen->pixels,320,200,320,0,_current_shake_pos);
+ fb2gl.update(_screen->pixels,320,200,320,0,_currentShakePos);
}
@@ -152,7 +152,7 @@ void OSystem_SDL_GL::hotswap_gfx_mode() {
* then draw that to the new screen right after it's setup.
*/
- byte *bak_mem = (byte*)malloc(SCREEN_WIDTH*SCREEN_HEIGHT);
+ byte *bak_mem = (byte*)malloc(_screenWidth*_screenHeight);
get_320x200_image(bak_mem);
@@ -160,10 +160,10 @@ void OSystem_SDL_GL::hotswap_gfx_mode() {
load_gfx_mode();
fb2gl.setPalette(0,256);
- fb2gl.update(sdl_screen->pixels,320,200,320,0,_current_shake_pos);
+ fb2gl.update(_screen->pixels,320,200,320,0,_currentShakePos);
/* blit image */
- copy_rect(bak_mem, SCREEN_WIDTH, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
+ copy_rect(bak_mem, _screenWidth, 0, 0, _screenWidth, _screenHeight);
free(bak_mem);
update_screen();