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author | Torbjörn Andersson | 2006-07-10 18:57:40 +0000 |
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committer | Torbjörn Andersson | 2006-07-10 18:57:40 +0000 |
commit | cd020a688ed445dc67cd9f1c70a90f6c890d9af5 (patch) | |
tree | 3251847edd87fab41a4320118077014cb5582ccc /engines | |
parent | 6eecad572293815af18642382f341b866424dcc8 (diff) | |
download | scummvm-rg350-cd020a688ed445dc67cd9f1c70a90f6c890d9af5.tar.gz scummvm-rg350-cd020a688ed445dc67cd9f1c70a90f6c890d9af5.tar.bz2 scummvm-rg350-cd020a688ed445dc67cd9f1c70a90f6c890d9af5.zip |
Moved the initial screen clearing from play() to load(), so that it will be
done before the MPEG player calls showOverlay().
svn-id: r23482
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sword2/animation.cpp | 25 |
1 files changed, 13 insertions, 12 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp index fd6a2b0b5e..b7a712fe54 100644 --- a/engines/sword2/animation.cpp +++ b/engines/sword2/animation.cpp @@ -257,6 +257,19 @@ bool MoviePlayer::load(const char *name, MovieTextObject *text[]) { _numFrames = _movies[i].frames; if (_numFrames > 60) _leadOutFrame = _numFrames - 60; + + // Not all cutscenes cover the entire screen, so clear + // it. We will always clear the game screen, no matter + // how the cutscene is to be displayed. (We have to do + // this before showing the overlay.) + + _vm->_mouse->closeMenuImmediately(); + + if (!_seamless) { + _vm->_screen->clearScene(); + } + + _vm->_screen->updateDisplay(); return true; } } @@ -290,18 +303,6 @@ void MoviePlayer::play(int32 leadIn, int32 leadOut) { savePalette(); - // Not all cutscenes cover the entire screen, so clear it. We will - // always clear the game screen, no matter how the cutscene is to be - // displayed. - - _vm->_mouse->closeMenuImmediately(); - - if (!_seamless) { - _vm->_screen->clearScene(); - } - - _vm->_screen->updateDisplay(); - #ifndef SCUMM_BIG_ENDIAN flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN; #endif |