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authorTorbjörn Andersson2003-11-11 07:43:02 +0000
committerTorbjörn Andersson2003-11-11 07:43:02 +0000
commit446a01ba09192a132ee9b6e40129161a7ec09be0 (patch)
tree720edb242a2b0ef813092c01d5efc76d000e37ff /sword2/anims.cpp
parent0bcc7ce80eb6a8daa35bf2591281974cceff8078 (diff)
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Moved low-level keyboard and mouse handling to a new Input class, and
renamed the Display class Graphics for no better reason than me liking the phrase "sound and graphics" better than "sound and display". svn-id: r11258
Diffstat (limited to 'sword2/anims.cpp')
-rw-r--r--sword2/anims.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index d8cf28cc73..1e2d9a0263 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -751,14 +751,14 @@ int32 Logic::fnPlaySequence(int32 *params) {
// now clear the screen in case the Sequence was quitted (using ESC)
// rather than fading down to black
- g_display->clearScene();
+ g_graphics->clearScene();
// zero the entire palette in case we're about to fade up!
_palEntry pal[256];
memset(pal, 0, 256 * sizeof(_palEntry));
- g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
debug(5, "fnPlaySequence FINISHED");