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authorTorbjörn Andersson2003-11-11 07:43:02 +0000
committerTorbjörn Andersson2003-11-11 07:43:02 +0000
commit446a01ba09192a132ee9b6e40129161a7ec09be0 (patch)
tree720edb242a2b0ef813092c01d5efc76d000e37ff /sword2/function.cpp
parent0bcc7ce80eb6a8daa35bf2591281974cceff8078 (diff)
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Moved low-level keyboard and mouse handling to a new Input class, and
renamed the Display class Graphics for no better reason than me liking the phrase "sound and graphics" better than "sound and display". svn-id: r11258
Diffstat (limited to 'sword2/function.cpp')
-rw-r--r--sword2/function.cpp50
1 files changed, 25 insertions, 25 deletions
diff --git a/sword2/function.cpp b/sword2/function.cpp
index ae31b0d911..9cd475d2cf 100644
--- a/sword2/function.cpp
+++ b/sword2/function.cpp
@@ -266,25 +266,25 @@ int32 Logic::fnFlash(int32 *params) {
// what colour?
switch (params[0]) {
case WHITE:
- g_display->setPalette(0, 1, white, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, white, RDPAL_INSTANT);
break;
case RED:
- g_display->setPalette(0, 1, red, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, red, RDPAL_INSTANT);
break;
case GREEN:
- g_display->setPalette(0, 1, green, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, green, RDPAL_INSTANT);
break;
case BLUE:
- g_display->setPalette(0, 1, blue, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, blue, RDPAL_INSTANT);
break;
}
// There used to be a busy-wait loop here, so I don't know how long
// the delay was meant to be. Probably doesn't matter much.
- g_display->updateDisplay();
+ g_graphics->updateDisplay();
g_system->delay_msecs(250);
- g_display->setPalette(0, 1, black, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, black, RDPAL_INSTANT);
#endif
return IR_CONT;
@@ -302,19 +302,19 @@ int32 Logic::fnColour(int32 *params) {
// what colour?
switch (params[0]) {
case BLACK:
- g_display->setPalette(0, 1, black, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, black, RDPAL_INSTANT);
break;
case WHITE:
- g_display->setPalette(0, 1, white, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, white, RDPAL_INSTANT);
break;
case RED:
- g_display->setPalette(0, 1, red, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, red, RDPAL_INSTANT);
break;
case GREEN:
- g_display->setPalette(0, 1, green, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, green, RDPAL_INSTANT);
break;
case BLUE:
- g_display->setPalette(0, 1, blue, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, blue, RDPAL_INSTANT);
break;
}
#endif
@@ -393,17 +393,17 @@ int32 Logic::fnPlayCredits(int32 *params) {
g_sound->muteSpeech(true);
g_sound->stopMusic();
- memcpy(oldPal, g_display->_palCopy, 1024);
+ memcpy(oldPal, g_graphics->_palCopy, 1024);
memset(tmpPal, 0, 1024);
- g_display->waitForFade();
- g_display->fadeDown();
- g_display->waitForFade();
+ g_graphics->waitForFade();
+ g_graphics->fadeDown();
+ g_graphics->waitForFade();
tmpPal[4] = 255;
tmpPal[5] = 255;
tmpPal[6] = 255;
- g_display->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
// Play the credits music. Is it enough with just one
// repetition of it?
@@ -416,21 +416,21 @@ int32 Logic::fnPlayCredits(int32 *params) {
debug(0, "Credits music length: ~%d ms", music_length);
- g_display->closeMenuImmediately();
+ g_graphics->closeMenuImmediately();
while (g_sound->musicTimeRemaining()) {
- g_display->clearScene();
- g_display->setNeedFullRedraw();
+ g_graphics->clearScene();
+ g_graphics->setNeedFullRedraw();
// FIXME: Draw the credits text. The actual text
// messages are stored in credits.clu, and I'm guessing
// that credits.bmp or font.clu may be the font.
- g_display->updateDisplay();
+ g_graphics->updateDisplay();
_keyboardEvent ke;
- if (ReadKey(&ke) == RD_OK && ke.keycode == 27)
+ if (g_input->readKey(&ke) == RD_OK && ke.keycode == 27)
break;
g_system->delay_msecs(30);
@@ -439,11 +439,11 @@ int32 Logic::fnPlayCredits(int32 *params) {
fnStopMusic(NULL);
g_sound->restoreMusicState();
- g_display->setPalette(0, 256, oldPal, RDPAL_FADE);
- g_display->fadeUp();
- g_display->updateDisplay();
+ g_graphics->setPalette(0, 256, oldPal, RDPAL_FADE);
+ g_graphics->fadeUp();
+ g_graphics->updateDisplay();
_vm->buildDisplay();
- g_display->waitForFade();
+ g_graphics->waitForFade();
g_sound->muteFx(false);
g_sound->muteSpeech(false);