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authorColin Snover2016-08-14 16:28:37 -0500
committerColin Snover2016-08-19 15:23:10 -0500
commit4e1a9be816c14593b37a672b0789528b1719a199 (patch)
tree8f6f2bbe80aafa4e17e68b0fa9f6590b84f14312 /engines/sci/graphics/frameout.cpp
parenteae689140458efa657cefc549a3670c60d42bb12 (diff)
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SCI32: Remove CoordAdjuster32, at least for the moment
This may come back in the future to deduplicate some gfx code, but SCI32 had two different inlined ways of doing coordinate conversions with different rounding methods, so CoordAdjuster32 didn't get used when the graphics system was rewritten. At the moment, SCI32 code uses the mulru/mulinc methods from helper.h for scaling up/down coordinates.
Diffstat (limited to 'engines/sci/graphics/frameout.cpp')
-rw-r--r--engines/sci/graphics/frameout.cpp17
1 files changed, 1 insertions, 16 deletions
diff --git a/engines/sci/graphics/frameout.cpp b/engines/sci/graphics/frameout.cpp
index 333ed764b2..e690a3eb4c 100644
--- a/engines/sci/graphics/frameout.cpp
+++ b/engines/sci/graphics/frameout.cpp
@@ -40,7 +40,6 @@
#include "sci/engine/selector.h"
#include "sci/engine/vm.h"
#include "sci/graphics/cache.h"
-#include "sci/graphics/coordadjuster.h"
#include "sci/graphics/compare.h"
#include "sci/graphics/cursor32.h"
#include "sci/graphics/font.h"
@@ -58,7 +57,7 @@
namespace Sci {
-GfxFrameout::GfxFrameout(SegManager *segMan, ResourceManager *resMan, GfxCoordAdjuster *coordAdjuster, GfxPalette32 *palette, GfxTransitions32 *transitions, GfxCursor32 *cursor) :
+GfxFrameout::GfxFrameout(SegManager *segMan, ResourceManager *resMan, GfxPalette32 *palette, GfxTransitions32 *transitions, GfxCursor32 *cursor) :
_isHiRes(ConfMan.getBool("enable_high_resolution_graphics")),
_palette(palette),
_cursor(cursor),
@@ -105,20 +104,6 @@ GfxFrameout::GfxFrameout(SegManager *segMan, ResourceManager *resMan, GfxCoordAd
// default script width for other games is 320x200
break;
}
-
- // TODO: Nothing in the renderer really uses this. Currently,
- // the cursor renderer does, and kLocalToGlobal/kGlobalToLocal
- // do, but in the real engine (1) the cursor is handled in
- // frameOut, and (2) functions do a very simple lookup of the
- // plane and arithmetic with the plane's gameRect. In
- // principle, CoordAdjuster could be reused for
- // convertGameRectToPlaneRect, but it is not super clear yet
- // what the benefit would be to do that.
- _coordAdjuster = (GfxCoordAdjuster32 *)coordAdjuster;
-
- // TODO: Script resolution is hard-coded per game;
- // also this must be set or else the engine will crash
- _coordAdjuster->setScriptsResolution(_currentBuffer.scriptWidth, _currentBuffer.scriptHeight);
}
GfxFrameout::~GfxFrameout() {