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author | Torbjörn Andersson | 2005-03-11 15:30:28 +0000 |
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committer | Torbjörn Andersson | 2005-03-11 15:30:28 +0000 |
commit | a52de03324bf07891be4ff4e161668ed59a78d6e (patch) | |
tree | d3ff780378dfeb8a3748598e46067ab1fcdb9eec /sword2/driver | |
parent | d27f4116f488d5c6898c6a89f123d4c59e593b8e (diff) | |
download | scummvm-rg350-a52de03324bf07891be4ff4e161668ed59a78d6e.tar.gz scummvm-rg350-a52de03324bf07891be4ff4e161668ed59a78d6e.tar.bz2 scummvm-rg350-a52de03324bf07891be4ff4e161668ed59a78d6e.zip |
Renamed variables in the MPEG animation classes to better conform with
ScummVM standard. It seems the 8-bit version of the code had decayed
slightly, but I believe it's working again now.
svn-id: r17081
Diffstat (limited to 'sword2/driver')
-rw-r--r-- | sword2/driver/animation.cpp | 26 | ||||
-rw-r--r-- | sword2/driver/render.cpp | 3 |
2 files changed, 16 insertions, 13 deletions
diff --git a/sword2/driver/animation.cpp b/sword2/driver/animation.cpp index 2f428b144f..90da608e69 100644 --- a/sword2/driver/animation.cpp +++ b/sword2/driver/animation.cpp @@ -51,7 +51,7 @@ void AnimationState::setPalette(byte *pal) { #else void AnimationState::drawTextObject(SpriteInfo *s, byte *src) { - OverlayColor *dst = overlay + RENDERWIDE * (s->y) + s->x; + OverlayColor *dst = _overlay + RENDERWIDE * s->y + s->x; // FIXME: These aren't the "right" colours, but look good to me. @@ -78,31 +78,31 @@ void AnimationState::drawTextObject(SpriteInfo *s, byte *src) { #endif -void AnimationState::clearScreen(void) { +void AnimationState::clearScreen() { #ifdef BACKEND_8BIT - memset(_vm->_screen->getScreen(), 0, MOVIE_WIDTH * MOVIE_HEIGHT); + memset(_vm->_screen->getScreen(), 0, _movieWidth * _movieHeight); #else OverlayColor black = _sys->RGBToColor(0, 0, 0); - for (int i = 0; i < MOVIE_WIDTH * MOVIE_HEIGHT; i++) - overlay[i] = black; + for (int i = 0; i < _movieWidth * _movieHeight; i++) + _overlay[i] = black; #endif } -void AnimationState::updateScreen(void) { +void AnimationState::updateScreen() { #ifdef BACKEND_8BIT - byte *buf = _vm->_screen->getScreen() + ((480 - MOVIE_HEIGHT) / 2) * RENDERWIDE + (640 - MOVIE_WIDTH) / 2; + byte *buf = _vm->_screen->getScreen() + ((480 - _movieHeight) / 2) * RENDERWIDE + (640 - _movieWidth) / 2; - _vm->_system->copyRectToScreen(buf, MOVIE_WIDTH, (640 - MOVIE_WIDTH) / 2, (480 - MOVIE_HEIGHT) / 2, MOVIE_WIDTH, MOVIE_HEIGHT); + _vm->_system->copyRectToScreen(buf, _movieWidth, (640 - _movieWidth) / 2, (480 - _movieHeight) / 2, _movieWidth, _movieHeight); #else - _sys->copyRectToOverlay(overlay, MOVIE_WIDTH, 0, 0, MOVIE_WIDTH, MOVIE_HEIGHT); + _sys->copyRectToOverlay(_overlay, _movieWidth, 0, 0, _movieWidth, _movieHeight); #endif _vm->_system->updateScreen(); } void AnimationState::drawYUV(int width, int height, byte *const *dat) { #ifdef BACKEND_8BIT - _vm->_screen->plotYUV(lut, width, height, dat); + _vm->_screen->plotYUV(_lut, width, height, dat); #else plotYUV(width, height, dat); #endif @@ -241,12 +241,12 @@ void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte * return; } -#ifndef BACKEND_8BIT // Clear the screen, because whatever is on it will be visible when the - // overlay is removed. + // overlay is removed. And if there isn't an overlay, we don't want it + // to be visible during the cutscene. (Not all cutscenes cover the + // entire screen.) _vm->_screen->clearScene(); _vm->_screen->updateDisplay(); -#endif #ifndef SCUMM_BIG_ENDIAN flags |= SoundMixer::FLAG_LITTLE_ENDIAN; diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp index eb50fcb1c8..8587be3b36 100644 --- a/sword2/driver/render.cpp +++ b/sword2/driver/render.cpp @@ -24,7 +24,10 @@ #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/build_display.h" + +#ifdef BACKEND_8BIT #include "sword2/driver/animation.h" +#endif namespace Sword2 { |