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authorFilippos Karapetis2007-08-17 06:08:18 +0000
committerFilippos Karapetis2007-08-17 06:08:18 +0000
commit769dd1d7a290f2b2f11c80f406cb87efbc1a024d (patch)
tree6a996d4623fa5c4ac47414eb6a3d283ab65613cf /engines/saga/interface.cpp
parent4722075da3b16d17aef5e110376142a67cd79402 (diff)
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Several bugfixes:
- The spiritual barometer display in IHNM is now updated only when necessary, to speed drawing up. This also corrects an issue where the spiritual barometer display was updated only after changing a scene - sf92 is sfDemoSetInteractive - It's now possible to use dashes and underscores in savegames - Screen fading when changing scenes is now done correctly: the interface will no longer be incorrectly briefly shown while the screen is fading to black - The interface mode is now correctly set in the non-interactive part of the IHNM demo - sfScriptGotoScene does not have a transition parameter, therefore that parameter has been removed svn-id: r28643
Diffstat (limited to 'engines/saga/interface.cpp')
-rw-r--r--engines/saga/interface.cpp16
1 files changed, 5 insertions, 11 deletions
diff --git a/engines/saga/interface.cpp b/engines/saga/interface.cpp
index 8cfd993391..7189dd8050 100644
--- a/engines/saga/interface.cpp
+++ b/engines/saga/interface.cpp
@@ -801,16 +801,6 @@ void Interface::draw() {
converseDisplayTextLines(backBuffer);
}
- if (_vm->getGameType() == GType_IHNM) {
- if (_vm->_spiritualBarometer > 255)
- _vm->_gfx->setPaletteColor(kIHNMColorPortrait, 0xff, 0xff, 0xff);
- else
- _vm->_gfx->setPaletteColor(kIHNMColorPortrait,
- _vm->_spiritualBarometer * _portraitBgColor.red / 256,
- _vm->_spiritualBarometer * _portraitBgColor.green / 256,
- _vm->_spiritualBarometer * _portraitBgColor.blue / 256);
- }
-
if (_panelMode == kPanelMain || _panelMode == kPanelConverse ||
_lockedMode == kPanelMain || _lockedMode == kPanelConverse ||
(_panelMode == kPanelNull && _vm->getGameId() == GID_IHNM_DEMO)) {
@@ -1196,7 +1186,7 @@ bool Interface::processTextInput(uint16 ascii) {
if (((ascii >= 'a') && (ascii <='z')) ||
((ascii >= '0') && (ascii <='9')) ||
((ascii >= 'A') && (ascii <='Z')) ||
- (ascii == ' ')) {
+ (ascii == ' ') || (ascii == '-') || (ascii == '_')) {
if (_textInputStringLength < SAVE_TITLE_SIZE - 1) {
ch[0] = ascii;
tempWidth = _vm->_font->getStringWidth(kKnownFontSmall, ch, 0, kFontNormal);
@@ -1808,6 +1798,10 @@ void Interface::drawStatusBar() {
if (_vm->getGameType() == GType_IHNM && _vm->_scene->currentChapterNumber() == 8)
return;
+ // Don't draw the status bar while fading out
+ if (_fadeMode == kFadeOut)
+ return;
+
backBuffer = _vm->_gfx->getBackBuffer();
// Erase background of status bar