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authorTorbjörn Andersson2003-10-11 12:26:53 +0000
committerTorbjörn Andersson2003-10-11 12:26:53 +0000
commit02a157e745210d8986df83dd2114c2ee0ae86c88 (patch)
tree160b1cb10dbbf5ca5ea8a6ebd2f510ab6d3ee88d /sword2/anims.cpp
parent650581eef80bcf2fbe5bb55218ae329a8673498e (diff)
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Moved the text drawing stuff into a class of its own. (Adding another
global variable which will hopefully be dealt with later.) svn-id: r10734
Diffstat (limited to 'sword2/anims.cpp')
-rw-r--r--sword2/anims.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index 55f014b1ed..e61826ef03 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -33,7 +33,7 @@
#include "bs2/defs.h"
#include "bs2/header.h"
#include "bs2/interpreter.h"
-#include "bs2/maketext.h" // for MakeTextSprite used by FN_play_sequence ultimately
+#include "bs2/maketext.h" // for makeTextSprite used by FN_play_sequence ultimately
#include "bs2/object.h"
#include "bs2/protocol.h"
#include "bs2/resman.h"
@@ -475,7 +475,7 @@ typedef struct {
} _sequenceTextInfo;
// keeps count of number of text lines to disaply during the sequence
-uint32 sequenceTextLines = 0;
+static uint32 sequenceTextLines = 0;
static _sequenceTextInfo sequence_text_list[MAX_SEQUENCE_TEXT_LINES];
@@ -574,7 +574,10 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) {
// NB. The mem block containing the text sprite is
// currently FLOATING!
- sequence_text_list[line].text_mem = MakeTextSprite(text + 2, 600, 255, speech_font_id);
+ // When rendering text over a sequence we need a
+ // different colour for the border.
+
+ sequence_text_list[line].text_mem = fontRenderer.makeTextSprite(text + 2, 600, 255, g_sword2->_speechFontId, 1);
// ok to close the text resource now
res_man.close(text_res);