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author | Torbjörn Andersson | 2009-07-28 17:53:59 +0000 |
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committer | Torbjörn Andersson | 2009-07-28 17:53:59 +0000 |
commit | 7a6329a29bbe755250586693f8bb651fd3521e95 (patch) | |
tree | c61d2609a1bffb14c956a4e98ff71e60f69efa4b /engines | |
parent | f853376379802198b9b02845dce0c46fec2b0af6 (diff) | |
download | scummvm-rg350-7a6329a29bbe755250586693f8bb651fd3521e95.tar.gz scummvm-rg350-7a6329a29bbe755250586693f8bb651fd3521e95.tar.bz2 scummvm-rg350-7a6329a29bbe755250586693f8bb651fd3521e95.zip |
Broken Sword 2, unsurprisingly, had the same subtitle drawing glitch for small
cutscenes that Broken Sword 1 had. And a memory leak. This should fix both.
svn-id: r42861
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sword2/animation.cpp | 39 | ||||
-rw-r--r-- | engines/sword2/animation.h | 2 |
2 files changed, 32 insertions, 9 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp index 21ab645bfe..4a235315b6 100644 --- a/engines/sword2/animation.cpp +++ b/engines/sword2/animation.cpp @@ -116,7 +116,7 @@ void MoviePlayer::play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadI terminated = !playVideo(stopEvents); - closeTextObject(_currentMovieText); + closeTextObject(_currentMovieText, NULL); if (terminated) { _snd->stopHandle(*_bgSoundHandle); @@ -171,7 +171,7 @@ void MoviePlayer::openTextObject(uint32 index) { } } -void MoviePlayer::closeTextObject(uint32 index) { +void MoviePlayer::closeTextObject(uint32 index, byte *screen) { if (index < _numMovieTexts) { MovieText *text = &_movieTexts[index]; @@ -179,6 +179,32 @@ void MoviePlayer::closeTextObject(uint32 index) { text->_textMem = NULL; if (_textSurface) { + if (screen) { + // If the frame doesn't cover the entire + // screen, we have to erase the subtitles + // manually. + + int frameWidth = _decoder->getWidth(); + int frameHeight = _decoder->getHeight(); + int frameX = (_system->getWidth() - frameWidth) / 2; + int frameY = (_system->getHeight() - frameHeight) / 2; + + byte *dst = screen + _textY * _system->getWidth(); + + for (int y = 0; y < text->_textSprite.h; y++) { + if (_textY + y < frameY || _textY + y >= frameY + frameHeight) { + memset(dst + _textX, _decoder->getBlack(), text->_textSprite.w); + } else { + if (frameX > _textX) + memset(dst + _textX, _decoder->getBlack(), frameX - _textX); + if (frameX + frameWidth < _textX + text->_textSprite.w) + memset(dst + frameX + frameWidth, _decoder->getBlack(), _textX + text->_textSprite.w - (frameX + frameWidth)); + } + + dst += _system->getWidth(); + } + } + _vm->_screen->deleteSurface(_textSurface); _textSurface = NULL; } @@ -204,7 +230,7 @@ void MoviePlayer::drawTextObject(uint32 index, byte *screen) { src = buffer; } - byte *dst = screen + _textY * _decoder->getWidth() + _textX; + byte *dst = screen + _textY * RENDERWIDE + _textX; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { @@ -214,15 +240,11 @@ void MoviePlayer::drawTextObject(uint32 index, byte *screen) { dst[x] = white; } src += width; - dst += _decoder->getWidth(); + dst += RENDERWIDE; } } } -// FIXME: This assumes that the subtitles always fit within the frame of the -// movie. In Broken Sword 2, that's a fairly safe assumption, but not -// necessarily in all other games. - void MoviePlayer::performPostProcessing(byte *screen) { MovieText *text; int frame = _decoder->getCurFrame(); @@ -247,6 +269,7 @@ void MoviePlayer::performPostProcessing(byte *screen) { if (frame <= text->_endFrame) { drawTextObject(_currentMovieText, screen); } else { + closeTextObject(_currentMovieText, screen); _currentMovieText++; } } diff --git a/engines/sword2/animation.h b/engines/sword2/animation.h index 032350d2d6..f2b44baaa0 100644 --- a/engines/sword2/animation.h +++ b/engines/sword2/animation.h @@ -98,7 +98,7 @@ protected: void performPostProcessing(byte *screen); void openTextObject(uint32 index); - void closeTextObject(uint32 index); + void closeTextObject(uint32 index, byte *screen); void drawTextObject(uint32 index, byte *screen); }; |