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| author | Torbjörn Andersson | 2005-02-19 14:02:16 +0000 | 
|---|---|---|
| committer | Torbjörn Andersson | 2005-02-19 14:02:16 +0000 | 
| commit | 43cfe01f3d8d2307a23933920cce43740871f367 (patch) | |
| tree | fe56072f944bc980981d5f0cfe1683116645d076 /sword2/driver/animation.cpp | |
| parent | 0de5fa2f33147529edcf4dccd24a2750b23a2867 (diff) | |
| download | scummvm-rg350-43cfe01f3d8d2307a23933920cce43740871f367.tar.gz scummvm-rg350-43cfe01f3d8d2307a23933920cce43740871f367.tar.bz2 scummvm-rg350-43cfe01f3d8d2307a23933920cce43740871f367.zip | |
This is the second part of the BS2 restructuring. There are two new
classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.
The old Graphics class is no more.
I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.
I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.
svn-id: r16812
Diffstat (limited to 'sword2/driver/animation.cpp')
| -rw-r--r-- | sword2/driver/animation.cpp | 67 | 
1 files changed, 33 insertions, 34 deletions
| diff --git a/sword2/driver/animation.cpp b/sword2/driver/animation.cpp index d6d58e856d..260d42f454 100644 --- a/sword2/driver/animation.cpp +++ b/sword2/driver/animation.cpp @@ -31,7 +31,6 @@  #include "sword2/resman.h"  #include "sword2/sound.h"  #include "sword2/driver/animation.h" -#include "sword2/driver/d_draw.h"  #include "sword2/driver/menu.h"  #include "sword2/driver/render.h" @@ -47,7 +46,7 @@ AnimationState::~AnimationState() {  #ifdef BACKEND_8BIT  void AnimationState::setPalette(byte *pal) { -	_vm->_graphics->setPalette(0, 256, pal, RDPAL_INSTANT); +	_vm->_screen->setPalette(0, 256, pal, RDPAL_INSTANT);  }  #else @@ -82,7 +81,7 @@ void AnimationState::drawTextObject(SpriteInfo *s, byte *src) {  void AnimationState::clearScreen(void) {  #ifdef BACKEND_8BIT -	memset(_vm->_graphics->getScreen(), 0, MOVIE_WIDTH * MOVIE_HEIGHT); +	memset(_vm->_screen->getScreen(), 0, MOVIE_WIDTH * MOVIE_HEIGHT);  #else  	OverlayColor black = _sys->RGBToColor(0, 0, 0); @@ -93,7 +92,7 @@ void AnimationState::clearScreen(void) {  void AnimationState::updateScreen(void) {  #ifdef BACKEND_8BIT -	byte *buf = _vm->_graphics->getScreen() + ((480 - MOVIE_HEIGHT) / 2) * RENDERWIDE + (640 - MOVIE_WIDTH) / 2; +	byte *buf = _vm->_screen->getScreen() + ((480 - MOVIE_HEIGHT) / 2) * RENDERWIDE + (640 - MOVIE_WIDTH) / 2;  	_vm->_system->copyRectToScreen(buf, MOVIE_WIDTH, (640 - MOVIE_WIDTH) / 2, (480 - MOVIE_HEIGHT) / 2, MOVIE_WIDTH, MOVIE_HEIGHT);  #else @@ -104,7 +103,7 @@ void AnimationState::updateScreen(void) {  void AnimationState::drawYUV(int width, int height, byte *const *dat) {  #ifdef BACKEND_8BIT -	_vm->_graphics->plotYUV(lut, width, height, dat); +	_vm->_screen->plotYUV(lut, width, height, dat);  #else  	plotYUV(lookup, width, height, dat);  #endif @@ -138,12 +137,12 @@ MoviePlayer::MoviePlayer(Sword2Engine *vm)  void MoviePlayer::openTextObject(MovieTextObject *obj) {  	if (obj->textSprite) -		_vm->_graphics->createSurface(obj->textSprite, &_textSurface); +		_vm->_screen->createSurface(obj->textSprite, &_textSurface);  }  void MoviePlayer::closeTextObject(MovieTextObject *obj) {  	if (_textSurface) { -		_vm->_graphics->deleteSurface(_textSurface); +		_vm->_screen->deleteSurface(_textSurface);  		_textSurface = NULL;  	}  } @@ -151,12 +150,12 @@ void MoviePlayer::closeTextObject(MovieTextObject *obj) {  void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) {  	if (obj->textSprite && _textSurface) {  #ifdef BACKEND_8BIT -		_vm->_graphics->drawSurface(obj->textSprite, _textSurface); +		_vm->_screen->drawSurface(obj->textSprite, _textSurface);  #else  		if (anim)  			anim->drawTextObject(obj->textSprite, _textSurface);  		else -			_vm->_graphics->drawSurface(obj->textSprite, _textSurface); +			_vm->_screen->drawSurface(obj->textSprite, _textSurface);  #endif  	}  } @@ -211,7 +210,7 @@ int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], int32 lea  	// Wait for the lead-out to stop, if there is any.  	while (_leadOutHandle.isActive()) { -		_vm->_graphics->updateDisplay(); +		_vm->_screen->updateDisplay();  		_vm->_system->delayMillis(30);  	} @@ -232,7 +231,7 @@ void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *  	bool startNextText = false;  	byte oldPal[256 * 4]; -	memcpy(oldPal, _vm->_graphics->_palette, sizeof(oldPal)); +	memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal));  	AnimationState *anim = new AnimationState(_vm); @@ -246,8 +245,8 @@ void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *  #ifndef BACKEND_8BIT  	// Clear the screen, because whatever is on it will be visible when the  	// overlay is removed. -	_vm->_graphics->clearScene(); -	_vm->_graphics->updateDisplay(); +	_vm->_screen->clearScene(); +	_vm->_screen->updateDisplay();  #endif  #ifndef SCUMM_BIG_ENDIAN @@ -357,7 +356,7 @@ void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *  		_snd->stopHandle(handle);  	while (handle.isActive()) { -		_vm->_graphics->updateDisplay(false); +		_vm->_screen->updateDisplay(false);  		_sys->delayMillis(100);  	} @@ -365,7 +364,7 @@ void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *  	anim->clearScreen();  	anim->updateScreen(); -	_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT); +	_vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);  	delete anim;  } @@ -384,14 +383,14 @@ void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte  	byte oldPal[256 * 4];  	byte tmpPal[256 * 4]; -	_vm->_graphics->clearScene(); +	_vm->_screen->clearScene();  	// HACK: Draw instructions  	//  	// I'm using the the menu area, because that's unlikely to be touched  	// by anything else during the cutscene. -	memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP); +	memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);  	byte *data; @@ -415,16 +414,16 @@ void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte  	SpriteInfo msgSprite;  	byte *msgSurface; -	msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2; +	msgSprite.x = _vm->_screen->getScreenWide() / 2 - frame->width / 2;  	msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;  	msgSprite.w = frame->width;  	msgSprite.h = frame->height;  	msgSprite.type = RDSPR_NOCOMPRESSION;  	msgSprite.data = data + sizeof(FrameHeader); -	_vm->_graphics->createSurface(&msgSprite, &msgSurface); -	_vm->_graphics->drawSurface(&msgSprite, msgSurface); -	_vm->_graphics->deleteSurface(msgSurface); +	_vm->_screen->createSurface(&msgSprite, &msgSurface); +	_vm->_screen->drawSurface(&msgSprite, msgSurface); +	_vm->_screen->deleteSurface(msgSurface);  	free(data); @@ -436,12 +435,12 @@ void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte  	// Fake a palette that will hopefully make the text visible. In the  	// opening cutscene it seems to use colours 1 (black) and 255 (white). -	memcpy(oldPal, _vm->_graphics->_palette, sizeof(oldPal)); +	memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal));  	memset(tmpPal, 0, sizeof(tmpPal));  	tmpPal[255 * 4 + 0] = 255;  	tmpPal[255 * 4 + 1] = 255;  	tmpPal[255 * 4 + 2] = 255; -	_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT); +	_vm->_screen->setPalette(0, 256, tmpPal, RDPAL_INSTANT);  	PlayingSoundHandle handle; @@ -458,7 +457,7 @@ void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte  			break;  		if (frameCounter == text[textCounter]->startFrame) { -			_vm->_graphics->clearScene(); +			_vm->_screen->clearScene();  			openTextObject(text[textCounter]);  			drawTextObject(NULL, text[textCounter]);  			if (text[textCounter]->speech) { @@ -468,13 +467,13 @@ void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte  		if (frameCounter == text[textCounter]->endFrame) {  			closeTextObject(text[textCounter]); -			_vm->_graphics->clearScene(); -			_vm->_graphics->setNeedFullRedraw(); +			_vm->_screen->clearScene(); +			_vm->_screen->setNeedFullRedraw();  			textCounter++;  		}  		frameCounter++; -		_vm->_graphics->updateDisplay(); +		_vm->_screen->updateDisplay();  		KeyboardEvent *ke = _vm->keyboardEvent(); @@ -496,23 +495,23 @@ void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte  	// importantly - that we don't free the sound buffer while it's in use.  	while (handle.isActive()) { -		_vm->_graphics->updateDisplay(false); +		_vm->_screen->updateDisplay(false);  		_sys->delayMillis(100);  	}  	closeTextObject(text[textCounter]); -	_vm->_graphics->clearScene(); -	_vm->_graphics->setNeedFullRedraw(); +	_vm->_screen->clearScene(); +	_vm->_screen->setNeedFullRedraw();  	// HACK: Remove the instructions created above  	Common::Rect r; -	memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP); +	memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);  	r.left = r.top = 0; -	r.right = _vm->_graphics->_screenWide; +	r.right = _vm->_screen->getScreenWide();  	r.bottom = MENUDEEP; -	_vm->_graphics->updateRect(&r); +	_vm->_screen->updateRect(&r);  	// FIXME: For now, only play the lead-out music for cutscenes that have  	// subtitles. @@ -520,7 +519,7 @@ void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte  	if (!skipCutscene && leadOut)  		_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, SoundMixer::kMaxChannelVolume, 0, false, SoundMixer::kMusicAudioDataType); -	_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT); +	_vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);  }  } // End of namespace Sword2 | 
