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author | Filippos Karapetis | 2014-10-15 11:33:14 +0300 |
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committer | Filippos Karapetis | 2014-10-15 11:33:14 +0300 |
commit | 673537bad93f0b440172a0cc263ebf19cc95ffc0 (patch) | |
tree | 75d1624e73008f3037cdd0d1d14d6cb041d61cf1 /engines/mads/nebular/dialogs_nebular.cpp | |
parent | d3cfa8cc03bf0d1f9c4927e76377acbaabd63bab (diff) | |
download | scummvm-rg350-673537bad93f0b440172a0cc263ebf19cc95ffc0.tar.gz scummvm-rg350-673537bad93f0b440172a0cc263ebf19cc95ffc0.tar.bz2 scummvm-rg350-673537bad93f0b440172a0cc263ebf19cc95ffc0.zip |
MADS: Move all the anim and text view code into a common class
The animation and text players are more or less common among all MADS
games
Diffstat (limited to 'engines/mads/nebular/dialogs_nebular.cpp')
-rw-r--r-- | engines/mads/nebular/dialogs_nebular.cpp | 61 |
1 files changed, 0 insertions, 61 deletions
diff --git a/engines/mads/nebular/dialogs_nebular.cpp b/engines/mads/nebular/dialogs_nebular.cpp index 35a7d3bdc6..86244bd3bb 100644 --- a/engines/mads/nebular/dialogs_nebular.cpp +++ b/engines/mads/nebular/dialogs_nebular.cpp @@ -553,67 +553,6 @@ void PictureDialog::restore() { /*------------------------------------------------------------------------*/ -FullScreenDialog::FullScreenDialog(MADSEngine *vm) : _vm(vm) { - _screenId = 990; - _palFlag = true; -} - -FullScreenDialog::~FullScreenDialog() { - _vm->_screen.resetClipBounds(); - _vm->_game->_scene.restrictScene(); -} - -void FullScreenDialog::display() { - Game &game = *_vm->_game; - Scene &scene = game._scene; - - int nextSceneId = scene._nextSceneId; - int currentSceneId = scene._currentSceneId; - int priorSceneId = scene._priorSceneId; - - if (_screenId > 0) { - SceneInfo *sceneInfo = SceneInfo::init(_vm); - sceneInfo->load(_screenId, 0, "", 0, scene._depthSurface, scene._backgroundSurface); - } - - scene._priorSceneId = priorSceneId; - scene._currentSceneId = currentSceneId; - scene._nextSceneId = nextSceneId; - - _vm->_events->initVars(); - game._kernelMode = KERNEL_ROOM_INIT; - - byte pal[768]; - if (_vm->_screenFade) { - Common::fill(&pal[0], &pal[PALETTE_SIZE], 0); - _vm->_palette->setFullPalette(pal); - } else { - _vm->_palette->getFullPalette(pal); - _vm->_palette->fadeOut(pal, nullptr, 0, PALETTE_COUNT, 0, 1, 1, 16); - } - - // Set Fx state and palette entries - game._fx = _vm->_screenFade == SCREEN_FADE_SMOOTH ? kTransitionFadeIn : kCenterVertTransition; - game._trigger = 0; - - // Clear the screen and draw the upper and lower horizontal lines - _vm->_screen.empty(); - _vm->_palette->setLowRange(); - _vm->_screen.hLine(0, 20, MADS_SCREEN_WIDTH, 2); - _vm->_screen.hLine(0, 179, MADS_SCREEN_WIDTH, 2); - _vm->_screen.copyRectToScreen(Common::Rect(0, 0, MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT)); - - // Restrict the screen to the area between the two lines - _vm->_screen.setClipBounds(Common::Rect(0, DIALOG_TOP, MADS_SCREEN_WIDTH, - DIALOG_TOP + MADS_SCENE_HEIGHT)); - _vm->_game->_scene.restrictScene(); - - if (_screenId > 0) - scene._spriteSlots.fullRefresh(); -} - -/*------------------------------------------------------------------------*/ - GameDialog::DialogLine::DialogLine() { _active = true; _state = DLGSTATE_UNSELECTED; |