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author | Torbjörn Andersson | 2005-02-19 14:02:16 +0000 |
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committer | Torbjörn Andersson | 2005-02-19 14:02:16 +0000 |
commit | 43cfe01f3d8d2307a23933920cce43740871f367 (patch) | |
tree | fe56072f944bc980981d5f0cfe1683116645d076 /sword2/driver/rdwin.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/rdwin.cpp')
-rw-r--r-- | sword2/driver/rdwin.cpp | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/sword2/driver/rdwin.cpp b/sword2/driver/rdwin.cpp index 14d4e144f5..d74cc89bc8 100644 --- a/sword2/driver/rdwin.cpp +++ b/sword2/driver/rdwin.cpp @@ -21,7 +21,6 @@ #include "common/stdafx.h" #include "common/system.h" #include "sword2/sword2.h" -#include "sword2/driver/d_draw.h" #include "sword2/driver/menu.h" namespace Sword2 { @@ -30,7 +29,7 @@ namespace Sword2 { * Tell updateDisplay() that the scene needs to be completely updated. */ -void Graphics::setNeedFullRedraw(void) { +void Screen::setNeedFullRedraw() { _needFullRedraw = true; } @@ -38,7 +37,7 @@ void Graphics::setNeedFullRedraw(void) { * Mark an area of the screen as dirty, first generation. */ -void Graphics::markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1) { +void Screen::markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1) { int16 gridX0 = x0 / CELLWIDE; int16 gridY0 = y0 / CELLDEEP; int16 gridX1 = x1 / CELLWIDE; @@ -58,7 +57,7 @@ void Graphics::markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1) { * @param redrawScene If true, redraw the scene. */ -void Graphics::updateDisplay(bool redrawScene) { +void Screen::updateDisplay(bool redrawScene) { _vm->parseEvents(); fadeServer(); |