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author | Torbjörn Andersson | 2003-10-15 06:40:31 +0000 |
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committer | Torbjörn Andersson | 2003-10-15 06:40:31 +0000 |
commit | 8b42d65a7e922a9b9241ebe509968331fe958fb6 (patch) | |
tree | 5dcef554baa412cf676beb11c453d54957ecaa8c /sword2/console.cpp | |
parent | f74a0c18aa2ef244f987c31d3d146207c72e81ee (diff) | |
download | scummvm-rg350-8b42d65a7e922a9b9241ebe509968331fe958fb6.tar.gz scummvm-rg350-8b42d65a7e922a9b9241ebe509968331fe958fb6.tar.bz2 scummvm-rg350-8b42d65a7e922a9b9241ebe509968331fe958fb6.zip |
Dumped most of the remaining "driver" code into a new "Display" class. This
touches a lot of the code, of course, and adds yet another global variable
(temporarily, I hope), but everything still seems to work.
Knock on wood.
svn-id: r10806
Diffstat (limited to 'sword2/console.cpp')
-rw-r--r-- | sword2/console.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/sword2/console.cpp b/sword2/console.cpp index bd43cf6662..e69fa7a772 100644 --- a/sword2/console.cpp +++ b/sword2/console.cpp @@ -164,7 +164,7 @@ void Init_console(void) { con_width = screenWide; //max across // Force a palatte for the console. - BS2_SetPalette(CON_PEN, 1, white, RDPAL_INSTANT); + g_display->setPalette(CON_PEN, 1, white, RDPAL_INSTANT); console_sprite = memory.alloc(con_width * (CON_lines * con_chr_height), MEM_float, UID_con_sprite); @@ -213,7 +213,7 @@ uint32 Tconsole(uint32 mode) { StartConsole(); while (1) { - ServiceWindows(); + g_display->updateDisplay(); if (breakOut) break; @@ -460,7 +460,7 @@ uint32 Parse_user_input(void) { case 18: // S (same as START) Con_start(&input[1][0]); // force the palette - BS2_SetPalette(187, 1, pal, RDPAL_INSTANT); + g_display->setPalette(187, 1, pal, RDPAL_INSTANT); return 0; case 9: // INFO displayDebugText = 1 - displayDebugText; @@ -729,7 +729,7 @@ void Con_help(void) { Build_display(); do { - ServiceWindows(); + g_display->updateDisplay(); } while (!KeyWaiting()); ReadKey(&c); @@ -803,8 +803,8 @@ void Con_fatal_error(const char *format, ...) { char buf[150]; uint8 white[4] = { 255, 255, 255, 0 }; - // set text colour in case screen is faded down! (James 05mar97) - BS2_SetPalette(CON_PEN, 1, white, RDPAL_INSTANT); + // set text colour in case screen is faded down! + g_display->setPalette(CON_PEN, 1, white, RDPAL_INSTANT); va_start(arg_ptr,format); _vsnprintf(buf, 150, format, arg_ptr); @@ -912,7 +912,7 @@ void Con_list_savegames(void) { Build_display(); do { - ServiceWindows(); + g_display->updateDisplay(); } while (!KeyWaiting()); ReadKey(&c); |