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authorTorbjörn Andersson2005-02-19 14:02:16 +0000
committerTorbjörn Andersson2005-02-19 14:02:16 +0000
commit43cfe01f3d8d2307a23933920cce43740871f367 (patch)
treefe56072f944bc980981d5f0cfe1683116645d076 /sword2/icons.cpp
parent0de5fa2f33147529edcf4dccd24a2750b23a2867 (diff)
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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/icons.cpp')
-rw-r--r--sword2/icons.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/sword2/icons.cpp b/sword2/icons.cpp
index 7146743d8a..1182f0e220 100644
--- a/sword2/icons.cpp
+++ b/sword2/icons.cpp
@@ -24,12 +24,12 @@
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/memory.h"
+#include "sword2/mouse.h"
#include "sword2/resman.h"
-#include "sword2/driver/d_draw.h"
namespace Sword2 {
-void Sword2Engine::addMenuObject(MenuObject *obj) {
+void Mouse::addMenuObject(MenuObject *obj) {
assert(_totalTemp < TOTAL_engine_pockets);
memcpy(&_tempList[_totalTemp], obj, sizeof(MenuObject));
_totalTemp++;
@@ -39,7 +39,7 @@ void Sword2Engine::addMenuObject(MenuObject *obj) {
* Create and start the inventory (bottom) menu
*/
-void Sword2Engine::buildMenu(void) {
+void Mouse::buildMenu() {
uint32 i, j;
// Clear the temporary inventory list, since we are going to build a
@@ -54,9 +54,9 @@ void Sword2Engine::buildMenu(void) {
// register all carried menu objects.
uint32 null_pc = 0;
- char *menuScript = (char *) _resman->openResource(MENU_MASTER_OBJECT);
- _logic->runScript(menuScript, menuScript, &null_pc);
- _resman->closeResource(MENU_MASTER_OBJECT);
+ char *menuScript = (char *) _vm->_resman->openResource(MENU_MASTER_OBJECT);
+ _vm->_logic->runScript(menuScript, menuScript, &null_pc);
+ _vm->_resman->closeResource(MENU_MASTER_OBJECT);
// Create a new master list based on the old master inventory list and
// the new temporary inventory list. The purpose of all this is, as
@@ -136,7 +136,7 @@ void Sword2Engine::buildMenu(void) {
icon_coloured = (res != Logic::_scriptVars[OBJECT_HELD]);
}
- icon = _resman->openResource(res) + sizeof(StandardHeader);
+ icon = _vm->_resman->openResource(res) + sizeof(StandardHeader);
// The coloured icon is stored directly after the
// greyed out one.
@@ -145,20 +145,20 @@ void Sword2Engine::buildMenu(void) {
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
}
- _graphics->setMenuIcon(RDMENU_BOTTOM, i, icon);
+ setMenuIcon(RDMENU_BOTTOM, i, icon);
if (res)
- _resman->closeResource(res);
+ _vm->_resman->closeResource(res);
}
- _graphics->showMenu(RDMENU_BOTTOM);
+ showMenu(RDMENU_BOTTOM);
}
/**
* Build a fresh system (top) menu.
*/
-void Sword2Engine::buildSystemMenu(void) {
+void Mouse::buildSystemMenu() {
uint32 icon_list[5] = {
OPTIONS_ICON,
QUIT_ICON,
@@ -171,7 +171,7 @@ void Sword2Engine::buildSystemMenu(void) {
// rest will grey out.
for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
- byte *icon = _resman->openResource(icon_list[i]) + sizeof(StandardHeader);
+ byte *icon = _vm->_resman->openResource(icon_list[i]) + sizeof(StandardHeader);
// The only case when an icon is grayed is when the player
// is dead. Then SAVE is not available.
@@ -179,11 +179,11 @@ void Sword2Engine::buildSystemMenu(void) {
if (!Logic::_scriptVars[DEAD] || icon_list[i] != SAVE_ICON)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
- _graphics->setMenuIcon(RDMENU_TOP, i, icon);
- _resman->closeResource(icon_list[i]);
+ setMenuIcon(RDMENU_TOP, i, icon);
+ _vm->_resman->closeResource(icon_list[i]);
}
- _graphics->showMenu(RDMENU_TOP);
+ showMenu(RDMENU_TOP);
}
} // End of namespace Sword2