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authorTorbjörn Andersson2006-07-15 22:42:28 +0000
committerTorbjörn Andersson2006-07-15 22:42:28 +0000
commitc7babbea99d100fe534bacf3f05a94c18be567e6 (patch)
tree83a27636060147642629440011efb8e5c54566ad /engines/sword2
parent700953cff7b1615b5cc1b36d9db4bdf8b14d2d2d (diff)
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Close the current text object when the movie is ended, to avoid potential
memory leak, and be a bit more robust about handling text objects in the dummy player. svn-id: r23523
Diffstat (limited to 'engines/sword2')
-rw-r--r--engines/sword2/animation.cpp13
1 files changed, 10 insertions, 3 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp
index f13ce959c0..20ac26774e 100644
--- a/engines/sword2/animation.cpp
+++ b/engines/sword2/animation.cpp
@@ -400,6 +400,9 @@ void MoviePlayer::play(int32 leadIn, int32 leadOut) {
updateScreen();
}
+ // The current text object may still be open
+ closeTextObject(_textList[_currentText]);
+
if (!terminate) {
// Wait for the voice to stop playing. This is to make sure
// that we don't cut off the speech in mid-sentence, and - even
@@ -782,12 +785,16 @@ void MoviePlayerDummy::drawFrame() {
}
void MoviePlayerDummy::drawTextObject(MovieTextObject *t) {
- _vm->_screen->drawSurface(t->textSprite, _textSurface);
+ if (t->textSprite && _textSurface) {
+ _vm->_screen->drawSurface(t->textSprite, _textSurface);
+ }
}
void MoviePlayerDummy::undrawTextObject(MovieTextObject *t) {
- memset(_textSurface, 1, t->textSprite->w * t->textSprite->h);
- drawTextObject(t);
+ if (t->textSprite && _textSurface) {
+ memset(_textSurface, 1, t->textSprite->w * t->textSprite->h);
+ drawTextObject(t);
+ }
}
///////////////////////////////////////////////////////////////////////////////