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author | Torbjörn Andersson | 2005-05-02 05:41:01 +0000 |
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committer | Torbjörn Andersson | 2005-05-02 05:41:01 +0000 |
commit | cd6e22a3b15129a6e474f2752815643a44aff07d (patch) | |
tree | 3c37d25ceaae6fe4594164195a47f17752009c97 /sword2/driver | |
parent | b56824d0cf0e559133f1649291cb1e02fc7fc47b (diff) | |
download | scummvm-rg350-cd6e22a3b15129a6e474f2752815643a44aff07d.tar.gz scummvm-rg350-cd6e22a3b15129a6e474f2752815643a44aff07d.tar.bz2 scummvm-rg350-cd6e22a3b15129a6e474f2752815643a44aff07d.zip |
Cleanup. Most of is simply moves the credits code out of Logic and into
Screen. I've also added an unused "splash screen" function that displays
the image that used to be shown by CacheNewCluster() while copying a data
file from CD to hard disk. ScummVM doesn't do that, but it's a nice image
that I wish we could do something useful with, and it's easier to have the
code here for reference than having to dig through old revisions of the
resource manager.
svn-id: r17894
Diffstat (limited to 'sword2/driver')
-rw-r--r-- | sword2/driver/animation.h | 2 | ||||
-rw-r--r-- | sword2/driver/d_sound.cpp | 6 | ||||
-rw-r--r-- | sword2/driver/render.cpp | 10 | ||||
-rw-r--r-- | sword2/driver/sprite.cpp | 2 |
4 files changed, 10 insertions, 10 deletions
diff --git a/sword2/driver/animation.h b/sword2/driver/animation.h index 3d6c3fc385..ae9495dc57 100644 --- a/sword2/driver/animation.h +++ b/sword2/driver/animation.h @@ -54,7 +54,7 @@ public: #endif void clearScreen(); - void updateScreen(void); + void updateScreen(); private: void drawYUV(int width, int height, byte *const *dat); diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp index 774f33c5cf..94afd8ba35 100644 --- a/sword2/driver/d_sound.cpp +++ b/sword2/driver/d_sound.cpp @@ -618,7 +618,7 @@ int32 Sound::streamCompMusic(uint32 musicId, bool loop) { * @return the time left for the current music, in seconds. */ -int32 Sound::musicTimeRemaining(void) { +int32 Sound::musicTimeRemaining() { Common::StackLock lock(_mutex); for (int i = 0; i < MAXMUS; i++) { @@ -653,7 +653,7 @@ void Sound::muteSpeech(bool mute) { * Stops the speech dead in its tracks. */ -void Sound::pauseSpeech(void) { +void Sound::pauseSpeech() { _speechPaused = true; _vm->_mixer->pauseHandle(_soundHandleSpeech, true); } @@ -662,7 +662,7 @@ void Sound::pauseSpeech(void) { * Restarts the speech from where it was stopped. */ -void Sound::unpauseSpeech(void) { +void Sound::unpauseSpeech() { _speechPaused = false; _vm->_mixer->pauseHandle(_soundHandleSpeech, false); } diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp index f2030a295f..dfee05f6b3 100644 --- a/sword2/driver/render.cpp +++ b/sword2/driver/render.cpp @@ -294,7 +294,7 @@ void Screen::renderParallax(Parallax *p, int16 l) { * Initialises the timers before the render loop is entered. */ -void Screen::initialiseRenderCycle(void) { +void Screen::initialiseRenderCycle() { _initialTime = _vm->_system->getMillis(); _totalTime = _initialTime + MILLISECSPERCYCLE; } @@ -304,7 +304,7 @@ void Screen::initialiseRenderCycle(void) { * render cycle. */ -void Screen::startRenderCycle(void) { +void Screen::startRenderCycle() { _scrollXOld = _scrollX; _scrollYOld = _scrollY; @@ -332,7 +332,7 @@ void Screen::startRenderCycle(void) { * or false if it should continue */ -bool Screen::endRenderCycle(void) { +bool Screen::endRenderCycle() { static int32 renderTimeLog[4] = { 60, 60, 60, 60 }; static int32 renderCountIndex = 0; int32 time; @@ -398,7 +398,7 @@ bool Screen::endRenderCycle(void) { * Reset scrolling stuff. This function is called from initBackground() */ -void Screen::resetRenderEngine(void) { +void Screen::resetRenderEngine() { _parallaxScrollX = 0; _parallaxScrollY = 0; _scrollX = 0; @@ -529,7 +529,7 @@ int32 Screen::initialiseBackgroundLayer(Parallax *p) { * Should be called once after leaving the room to free up memory. */ -void Screen::closeBackgroundLayer(void) { +void Screen::closeBackgroundLayer() { debug(2, "CloseBackgroundLayer"); for (int i = 0; i < MAXLAYERS; i++) { diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp index 1cae26bdc6..2845bdefb0 100644 --- a/sword2/driver/sprite.cpp +++ b/sword2/driver/sprite.cpp @@ -635,7 +635,7 @@ int32 Screen::openLightMask(SpriteInfo *s) { * Closes the light masking sprite for a room. */ -int32 Screen::closeLightMask(void) { +int32 Screen::closeLightMask() { if (!_lightMask) return RDERR_NOTOPEN; |