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author | Torbjörn Andersson | 2003-10-11 12:26:53 +0000 |
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committer | Torbjörn Andersson | 2003-10-11 12:26:53 +0000 |
commit | 02a157e745210d8986df83dd2114c2ee0ae86c88 (patch) | |
tree | 160b1cb10dbbf5ca5ea8a6ebd2f510ab6d3ee88d /sword2/anims.cpp | |
parent | 650581eef80bcf2fbe5bb55218ae329a8673498e (diff) | |
download | scummvm-rg350-02a157e745210d8986df83dd2114c2ee0ae86c88.tar.gz scummvm-rg350-02a157e745210d8986df83dd2114c2ee0ae86c88.tar.bz2 scummvm-rg350-02a157e745210d8986df83dd2114c2ee0ae86c88.zip |
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.cpp | 9 |
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); |