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author | Torbjörn Andersson | 2004-01-06 13:33:28 +0000 |
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committer | Torbjörn Andersson | 2004-01-06 13:33:28 +0000 |
commit | eb5c4a14499f09050ec1b9868c1eacbad93422d1 (patch) | |
tree | 1ec85814adf33ad2a45c36517b669786e7473b44 /sword2 | |
parent | dd1eb2a4b4b0eef3a771ba67d24e737f4f016e8d (diff) | |
download | scummvm-rg350-eb5c4a14499f09050ec1b9868c1eacbad93422d1.tar.gz scummvm-rg350-eb5c4a14499f09050ec1b9868c1eacbad93422d1.tar.bz2 scummvm-rg350-eb5c4a14499f09050ec1b9868c1eacbad93422d1.zip |
Made sure the screen is really cleared when drawing a dialog window, plus
some other cleanups. (This was a regression caused by the less stupid
screen updates implemented recently.)
svn-id: r12180
Diffstat (limited to 'sword2')
-rw-r--r-- | sword2/build_display.cpp | 8 | ||||
-rw-r--r-- | sword2/controls.cpp | 9 | ||||
-rw-r--r-- | sword2/function.cpp | 2 | ||||
-rw-r--r-- | sword2/mouse.cpp | 6 |
4 files changed, 8 insertions, 17 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index 709f221012..36dd1c41a1 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -51,14 +51,6 @@ void Sword2Engine::buildDisplay(void) { _graphics->startRenderCycle(); while (1) { - // clear the back buffer, before building up the new - // screen from the back forwards - - // FIXME: I'm not convinced that this is needed. Isn't - // the whole screen redrawn each time? - - // _graphics->clearScene(); - // first background parallax + related anims // open the screen resource diff --git a/sword2/controls.cpp b/sword2/controls.cpp index 68ce63e2bd..e195357df9 100644 --- a/sword2/controls.cpp +++ b/sword2/controls.cpp @@ -249,6 +249,13 @@ void FontRendererGui::drawText(int textId, int x, int y, int alignment) { Dialog::Dialog(Gui *gui) : _numWidgets(0), _finish(false), _result(0), _gui(gui) { _gui->_vm->setFullPalette(CONTROL_PANEL_PALETTE); + _gui->_vm->_graphics->clearScene(); + + // HACK: Since the dialogs don't do normal scene updates we need to + // trigger a full redraw manually. + + _gui->_vm->_graphics->setNeedFullRedraw(); + _gui->_vm->_graphics->updateDisplay(); } Dialog::~Dialog() { @@ -1555,8 +1562,6 @@ void Gui::restartControl(void) { // In case we were dead - well we're not anymore! DEAD = 0; - _vm->_graphics->clearScene(); - // Restart the game. Clear all memory and reset the globals temp_demo_flag = DEMO; diff --git a/sword2/function.cpp b/sword2/function.cpp index 158309b2bf..f6155eeb18 100644 --- a/sword2/function.cpp +++ b/sword2/function.cpp @@ -606,8 +606,6 @@ int32 Logic::fnPlayCredits(int32 *params) { fnPlayMusic(pars); _vm->_graphics->clearScene(); - _vm->_graphics->setNeedFullRedraw(); - _vm->_graphics->updateDisplay(); _vm->_graphics->fadeUp(0); spriteInfo.scale = 0; diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp index 9701863e16..8ea6c3f5f5 100644 --- a/sword2/mouse.cpp +++ b/sword2/mouse.cpp @@ -188,9 +188,6 @@ void Sword2Engine::systemMenuMouse(void) { // restore proper looping_music_id _loopingMusicId = safe_looping_music_id; - // clear the screen & set up the new palette for the menus - - _graphics->clearScene(); _graphics->processMenu(); // call the relevent screen @@ -223,9 +220,8 @@ void Sword2Engine::systemMenuMouse(void) { buildSystemMenu(); } - // Clear the screen & restore the location palette + // Back to the game again - _graphics->clearScene(); _graphics->processMenu(); // Reset game palette, but not after a successful restore or restart! |