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authorTorbjörn Andersson2007-02-08 21:55:37 +0000
committerTorbjörn Andersson2007-02-08 21:55:37 +0000
commit98a8e88f61e871096fe979c2d9a27c2053aa38ca (patch)
treec480e85462867cc355066e9d6b2e696ef8b23e9d /engines/sword2/logic.h
parent65dfc335ef134c4ff7a6d50ddab38c0565611f3b (diff)
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Instead of pre-rendering all subtitles and pre-loading all sounds for a movie
cutscene, render the text and play the speech when needed. It probably won't play as nicely from CD now, but using less memory seems more important to me. svn-id: r25428
Diffstat (limited to 'engines/sword2/logic.h')
-rw-r--r--engines/sword2/logic.h19
1 files changed, 2 insertions, 17 deletions
diff --git a/engines/sword2/logic.h b/engines/sword2/logic.h
index e68d9c9317..6048fe7310 100644
--- a/engines/sword2/logic.h
+++ b/engines/sword2/logic.h
@@ -24,13 +24,12 @@
#ifndef SWORD2_LOGIC_H
#define SWORD2_LOGIC_H
-#include "sword2/memory.h"
#include "common/endian.h"
+#include "sword2/animation.h"
+#include "sword2/memory.h"
namespace Sword2 {
-struct MovieTextObject;
-
#define MAX_events 10
#define TREE_SIZE 3
@@ -79,22 +78,8 @@ private:
// keeps count of number of text lines to disaply during the sequence
uint32 _sequenceTextLines;
- // FOR TEXT LINES IN SEQUENCE PLAYER
-
- struct SequenceTextInfo {
- uint32 textNumber;
- uint16 startFrame;
- uint16 endFrame;
- byte *text_mem;
- uint32 speechBufferSize;
- uint16 *speech_mem;
- };
-
SequenceTextInfo _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];
- void createSequenceSpeech(MovieTextObject *sequenceText[]);
- void clearSequenceSpeech(MovieTextObject *sequenceText[]);
-
// when not playing a wav we calculate the speech time based upon
// length of ascii