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authorTorbjörn Andersson2003-11-08 15:47:51 +0000
committerTorbjörn Andersson2003-11-08 15:47:51 +0000
commit688c80b0620ae5765355a4048864bb3de84ebf74 (patch)
tree497d8efc73b08f5a4d58c45c52b7a6bafa1975ff /sword2/driver
parentb04ddef7506bfa08527da9e79040c583fb765b2e (diff)
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Moved more stuff into classes, changed some static allocation to dynamic,
and removed some of the references to global variables. At this point I believe everything in the main game engine has been moved into classes - not necessarily the correct ones, but still... However, there is some stuff in the driver directory that need to be taken care of as well. svn-id: r11207
Diffstat (limited to 'sword2/driver')
-rw-r--r--sword2/driver/d_draw.cpp2
-rw-r--r--sword2/driver/rdwin.cpp2
-rw-r--r--sword2/driver/render.cpp2
3 files changed, 3 insertions, 3 deletions
diff --git a/sword2/driver/d_draw.cpp b/sword2/driver/d_draw.cpp
index 407697439a..4b94388b9a 100644
--- a/sword2/driver/d_draw.cpp
+++ b/sword2/driver/d_draw.cpp
@@ -143,7 +143,7 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
memset(g_display->_buffer, 0, g_display->_screenWide * MENUDEEP);
uint8 msg[] = "Cutscene - Press ESC to exit";
- mem *data = fontRenderer.makeTextSprite(msg, 640, 255, g_sword2->_speechFontId);
+ mem *data = fontRenderer->makeTextSprite(msg, 640, 255, g_sword2->_speechFontId);
_frameHeader *frame = (_frameHeader *) data->ad;
_spriteInfo msgSprite;
uint8 *msgSurface;
diff --git a/sword2/driver/rdwin.cpp b/sword2/driver/rdwin.cpp
index 674ac960bf..42cc6e96de 100644
--- a/sword2/driver/rdwin.cpp
+++ b/sword2/driver/rdwin.cpp
@@ -60,7 +60,7 @@ void Sword2Engine::parseEvents() {
LogMouseEvent(RD_RIGHTBUTTONUP);
break;
case OSystem::EVENT_QUIT:
- Close_game();
+ g_sword2->closeGame();
break;
default:
break;
diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp
index e844294c43..0b01468ac9 100644
--- a/sword2/driver/render.cpp
+++ b/sword2/driver/render.cpp
@@ -641,7 +641,7 @@ bool Display::endRenderCycle(void) {
if (_scrollXTarget == _scrollX && _scrollYTarget == _scrollY) {
// If we have already reached the scroll target sleep for the
// rest of the render cycle.
- sleepUntil(_totalTime);
+ g_sword2->sleepUntil(_totalTime);
_initialTime = SVM_timeGetTime();
_totalTime += MILLISECSPERCYCLE;
return true;