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-rw-r--r--sword2/anims.cpp4
-rw-r--r--sword2/build_display.cpp92
-rw-r--r--sword2/console.cpp8
-rw-r--r--sword2/controls.cpp50
-rw-r--r--sword2/debug.cpp28
-rw-r--r--sword2/driver/_mouse.cpp92
-rw-r--r--sword2/driver/d_draw.cpp50
-rw-r--r--sword2/driver/d_draw.h7
-rw-r--r--sword2/driver/d_sound.cpp2
-rw-r--r--sword2/driver/driver96.h54
-rw-r--r--sword2/driver/keyboard.cpp39
-rw-r--r--sword2/driver/menu.cpp12
-rw-r--r--sword2/driver/palette.cpp20
-rw-r--r--sword2/driver/rdwin.cpp30
-rw-r--r--sword2/driver/render.cpp31
-rw-r--r--sword2/driver/sprite.cpp20
-rw-r--r--sword2/function.cpp50
-rw-r--r--sword2/icons.cpp10
-rw-r--r--sword2/layers.cpp28
-rw-r--r--sword2/logic.cpp2
-rw-r--r--sword2/maketext.cpp4
-rw-r--r--sword2/mouse.cpp110
-rw-r--r--sword2/resman.cpp64
-rw-r--r--sword2/router.cpp6
-rw-r--r--sword2/speech.cpp24
-rw-r--r--sword2/sword2.cpp31
-rw-r--r--sword2/sword2.h6
-rw-r--r--sword2/walker.cpp2
28 files changed, 441 insertions, 435 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index d8cf28cc73..1e2d9a0263 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -751,14 +751,14 @@ int32 Logic::fnPlaySequence(int32 *params) {
// now clear the screen in case the Sequence was quitted (using ESC)
// rather than fading down to black
- g_display->clearScene();
+ g_graphics->clearScene();
// zero the entire palette in case we're about to fade up!
_palEntry pal[256];
memset(pal, 0, 256 * sizeof(_palEntry));
- g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
debug(5, "fnPlaySequence FINISHED");
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp
index 5c51ed5b32..6b187a92d6 100644
--- a/sword2/build_display.cpp
+++ b/sword2/build_display.cpp
@@ -54,11 +54,11 @@ void Sword2Engine::buildDisplay(void) {
// there is a valid screen to run
if (_thisScreen.background_layer_id) {
// set the scroll position
- g_display->setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
+ g_graphics->setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
// increment the mouse frame
- g_display->animateMouse();
+ g_graphics->animateMouse();
- g_display->startRenderCycle();
+ g_graphics->startRenderCycle();
while (1) {
// clear the back buffer, before building up the new
@@ -67,7 +67,7 @@ void Sword2Engine::buildDisplay(void) {
// FIXME: I'm not convinced that this is needed. Isn't
// the whole screen redrawn each time?
- // g_display->clearScene();
+ // g_graphics->clearScene();
// first background parallax + related anims
@@ -76,7 +76,7 @@ void Sword2Engine::buildDisplay(void) {
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[0]) {
- g_display->renderParallax(fetchBackgroundParallaxLayer(file, 0), 0);
+ g_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 0), 0);
// release the screen resource before cacheing
// the sprites
res_man->closeResource(_thisScreen.background_layer_id);
@@ -93,7 +93,7 @@ void Sword2Engine::buildDisplay(void) {
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[1]) {
- g_display->renderParallax(fetchBackgroundParallaxLayer(file, 1), 1);
+ g_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 1), 1);
// release the screen resource before cacheing
// the sprites
res_man->closeResource(_thisScreen.background_layer_id);
@@ -107,7 +107,7 @@ void Sword2Engine::buildDisplay(void) {
// open the screen resource
file = res_man->openResource(_thisScreen.background_layer_id);
- g_display->renderParallax(fetchBackgroundLayer(file), 2);
+ g_graphics->renderParallax(fetchBackgroundLayer(file), 2);
// release the screen resource
res_man->closeResource(_thisScreen.background_layer_id);
@@ -125,7 +125,7 @@ void Sword2Engine::buildDisplay(void) {
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[0]) {
- g_display->renderParallax(fetchForegroundParallaxLayer(file, 0), 3);
+ g_graphics->renderParallax(fetchForegroundParallaxLayer(file, 0), 3);
// release the screen resource before cacheing
// the sprites
res_man->closeResource(_thisScreen.background_layer_id);
@@ -142,7 +142,7 @@ void Sword2Engine::buildDisplay(void) {
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[1]) {
- g_display->renderParallax(fetchForegroundParallaxLayer(file, 1), 4);
+ g_graphics->renderParallax(fetchForegroundParallaxLayer(file, 1), 4);
// release the screen resource before cacheing
// the sprites
res_man->closeResource(_thisScreen.background_layer_id);
@@ -164,11 +164,11 @@ void Sword2Engine::buildDisplay(void) {
// menu bar & icons
- g_display->processMenu();
+ g_graphics->processMenu();
// ready - blit to screen
- g_display->updateDisplay();
+ g_graphics->updateDisplay();
// update our fps reading
@@ -187,7 +187,7 @@ void Sword2Engine::buildDisplay(void) {
// If we haven't got time to render again this cycle,
// drop out of 'render cycle' while-loop
- if (g_display->endRenderCycle())
+ if (g_graphics->endRenderCycle())
break;
}
}
@@ -207,24 +207,24 @@ void Sword2Engine::displayMsg(uint8 *text, int time) {
debug(2, "DisplayMsg: %s", (char *) text);
- if (g_display->getFadeStatus() != RDFADE_BLACK) {
- g_display->fadeDown();
- g_display->waitForFade();
+ if (g_graphics->getFadeStatus() != RDFADE_BLACK) {
+ g_graphics->fadeDown();
+ g_graphics->waitForFade();
}
setMouse(0);
setLuggage(0);
- g_display->closeMenuImmediately();
- g_display->clearScene();
+ g_graphics->closeMenuImmediately();
+ g_graphics->clearScene();
text_spr = fontRenderer->makeTextSprite(text, 640, 187, _speechFontId);
frame = (_frameHeader *) text_spr->ad;
- spriteInfo.x = g_display->_screenWide / 2 - frame->width / 2;
+ spriteInfo.x = g_graphics->_screenWide / 2 - frame->width / 2;
if (!time)
- spriteInfo.y = g_display->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
+ spriteInfo.y = g_graphics->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
else
spriteInfo.y = 400 - frame->height;
spriteInfo.w = frame->width;
@@ -237,34 +237,34 @@ void Sword2Engine::displayMsg(uint8 *text, int time) {
spriteInfo.data = text_spr->ad + sizeof(_frameHeader);
spriteInfo.colourTable = 0;
- rv = g_display->drawSprite(&spriteInfo);
+ rv = g_graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
- memcpy((char *) oldPal, (char *) g_display->_palCopy, 256 * sizeof(_palEntry));
+ memcpy((char *) oldPal, (char *) g_graphics->_palCopy, 256 * sizeof(_palEntry));
memset(pal, 0, 256 * sizeof(_palEntry));
pal[187].red = 255;
pal[187].green = 255;
pal[187].blue = 255;
- g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
+ g_graphics->setPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
- g_display->fadeUp();
+ g_graphics->fadeUp();
memory->freeMemory(text_spr);
- g_display->waitForFade();
+ g_graphics->waitForFade();
uint32 targetTime = SVM_timeGetTime() + (time * 1000);
// Keep the message there even when the user task swaps.
- rv = g_display->drawSprite(&spriteInfo);
+ rv = g_graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
sleepUntil(targetTime);
- g_display->setPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
+ g_graphics->setPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
}
//
@@ -272,11 +272,11 @@ void Sword2Engine::displayMsg(uint8 *text, int time) {
//
void Sword2Engine::removeMsg(void) {
- g_display->fadeDown();
- g_display->waitForFade();
- g_display->clearScene();
+ g_graphics->fadeDown();
+ g_graphics->waitForFade();
+ g_graphics->clearScene();
- // g_display->fadeUp();
+ // g_graphics->fadeUp();
// removed by JEL (08oct97) to prevent "eye" smacker corruption when
// restarting game from CD2 and also to prevent palette flicker when
// restoring game to a different CD since the "insert CD" message uses
@@ -385,7 +385,7 @@ void Sword2Engine::processLayer(uint32 layer_number) {
layer_number, layer_head->width, layer_head->height);
}
- rv = g_display->drawSprite(&spriteInfo);
+ rv = g_graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in Process_layer(%d)", rv, layer_number);
@@ -511,7 +511,7 @@ void Sword2Engine::processImage(buildit *build_unit) {
// }
// #endif
- rv = g_display->drawSprite(&spriteInfo);
+ rv = g_graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x with sprite %s (%d) in processImage",
rv, fetchObjectName(build_unit->anim_resource),
@@ -761,14 +761,14 @@ void Sword2Engine::startNewPalette(void) {
// if the screen is still fading down then wait for black - could
// happen when everythings cached into a large memory model
- g_display->waitForFade();
+ g_graphics->waitForFade();
// open the screen file
screenFile = res_man->openResource(_thisScreen.background_layer_id);
- g_display->updatePaletteMatchTable((uint8 *) fetchPaletteMatchTable(screenFile));
+ g_graphics->updatePaletteMatchTable((uint8 *) fetchPaletteMatchTable(screenFile));
- g_display->setPalette(0, 256, fetchPalette(screenFile), RDPAL_FADE);
+ g_graphics->setPalette(0, 256, fetchPalette(screenFile), RDPAL_FADE);
// indicating that it's a screen palette
_lastPaletteRes = 0;
@@ -777,7 +777,7 @@ void Sword2Engine::startNewPalette(void) {
res_man->closeResource(_thisScreen.background_layer_id);
// start fade up
- g_display->fadeUp();
+ g_graphics->fadeUp();
// reset
_thisScreen.new_palette = 0;
@@ -811,8 +811,8 @@ int32 Logic::fnFadeDown(int32 *params) {
// params: none
- if (g_display->getFadeStatus() == RDFADE_NONE)
- g_display->fadeDown();
+ if (g_graphics->getFadeStatus() == RDFADE_NONE)
+ g_graphics->fadeDown();
return IR_CONT;
}
@@ -820,10 +820,10 @@ int32 Logic::fnFadeDown(int32 *params) {
int32 Logic::fnFadeUp(int32 *params) {
// params: none
- g_display->waitForFade();
+ g_graphics->waitForFade();
- if (g_display->getFadeStatus() == RDFADE_BLACK)
- g_display->fadeUp();
+ if (g_graphics->getFadeStatus() == RDFADE_BLACK)
+ g_graphics->fadeUp();
return IR_CONT;
}
@@ -888,9 +888,9 @@ void Sword2Engine::setFullPalette(int32 palRes) {
file[3] = 0;
// not yet in separate palette files
- // g_display->updatePaletteMatchTable(file + (256 * 4));
+ // g_graphics->updatePaletteMatchTable(file + (256 * 4));
- g_display->setPalette(0, 256, file, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 256, file, RDPAL_INSTANT);
if (palRes != CONTROL_PANEL_PALETTE) { // (James 03sep97)
// indicating that it's a separate palette resource
@@ -904,9 +904,9 @@ void Sword2Engine::setFullPalette(int32 palRes) {
if (_thisScreen.background_layer_id) {
// open the screen file
file = res_man->openResource(_thisScreen.background_layer_id);
- g_display->updatePaletteMatchTable((uint8 *) fetchPaletteMatchTable(file));
+ g_graphics->updatePaletteMatchTable((uint8 *) fetchPaletteMatchTable(file));
- g_display->setPalette(0, 256, fetchPalette(file), RDPAL_INSTANT);
+ g_graphics->setPalette(0, 256, fetchPalette(file), RDPAL_INSTANT);
// indicating that it's a screen palette
_lastPaletteRes = 0;
@@ -928,7 +928,7 @@ int32 Logic::fnChangeShadows(int32 *params) {
// if last screen was using a shading mask (see below)
if (_vm->_thisScreen.mask_flag) {
- uint32 rv = g_display->closeLightMask();
+ uint32 rv = g_graphics->closeLightMask();
if (rv)
error("Driver Error %.8x [%s line %u]", rv);
diff --git a/sword2/console.cpp b/sword2/console.cpp
index 722b3d1e5d..e50741fdb9 100644
--- a/sword2/console.cpp
+++ b/sword2/console.cpp
@@ -144,7 +144,7 @@ void Debugger::postEnter() {
g_sound->unpauseMusic();
// Restore old mouse cursor
- g_display->drawMouse();
+ g_graphics->drawMouse();
}
@@ -209,7 +209,7 @@ bool Debugger::Cmd_Start(int argc, const char **argv) {
}
g_logic->conStart(atoi(argv[1]));
- g_display->setPalette(187, 1, pal, RDPAL_INSTANT);
+ g_graphics->setPalette(187, 1, pal, RDPAL_INSTANT);
return true;
}
@@ -451,14 +451,14 @@ bool Debugger::Cmd_RestoreGame(int argc, const char **argv) {
// FIXME: Replace these with a command to modify the graphics detail setting
bool Debugger::Cmd_BltFxOn(int argc, const char **argv) {
- // g_display->setBltFx();
+ // g_graphics->setBltFx();
// DebugPrintf("Blit fx enabled\n");
DebugPrintf("FIXME: The setBltFx() function no longer exists\n");
return true;
}
bool Debugger::Cmd_BltFxOff(int argc, const char **argv) {
- // g_display->clearBltFx();
+ // g_graphics->clearBltFx();
// DebugPrintf("Blit fx disabled\n");
DebugPrintf("FIXME: The clearBltFx() function no longer exists\n");
return true;
diff --git a/sword2/controls.cpp b/sword2/controls.cpp
index 740ade618b..d05e26d44d 100644
--- a/sword2/controls.cpp
+++ b/sword2/controls.cpp
@@ -43,7 +43,7 @@ namespace Sword2 {
#define CHARACTER_OVERLAP 2 // overlap characters by 3 pixels
// our fonts start on SPACE character (32)
-#define SIZE_OF_CHAR_SET (256 - 32)
+#define SIZE_OF_CHAR_SET (256 - 32)
Gui *gui;
@@ -75,7 +75,7 @@ public:
sprite.data = (uint8 *) (head + 1);
sprite.w = head->width;
sprite.h = head->height;
- g_display->createSurface(&sprite, &_glyph[i]._data);
+ g_graphics->createSurface(&sprite, &_glyph[i]._data);
_glyph[i]._width = head->width;
_glyph[i]._height = head->height;
}
@@ -85,7 +85,7 @@ public:
~FontRendererGui() {
for (int i = 0; i < SIZE_OF_CHAR_SET; i++)
- g_display->deleteSurface(_glyph[i]._data);
+ g_graphics->deleteSurface(_glyph[i]._data);
}
void fetchText(int textId, char *buf) {
@@ -144,7 +144,7 @@ void FontRendererGui::drawText(char *text, int x, int y, int alignment) {
sprite.w = _glyph[text[i] - 32]._width;
sprite.h = _glyph[text[i] - 32]._height;
- g_display->drawSurface(&sprite, _glyph[text[i] - 32]._data);
+ g_graphics->drawSurface(&sprite, _glyph[text[i] - 32]._data);
sprite.x += (_glyph[(int) text[i] - 32]._width - CHARACTER_OVERLAP);
}
@@ -187,7 +187,7 @@ public:
virtual ~Widget() {
for (int i = 0; i < _numStates; i++) {
if (_surfaces[i]._original)
- g_display->deleteSurface(_surfaces[i]._surface);
+ g_graphics->deleteSurface(_surfaces[i]._surface);
}
free(_sprites);
free(_surfaces);
@@ -229,7 +229,7 @@ public:
}
virtual void paint(Common::Rect *clipRect = NULL) {
- g_display->drawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect);
+ g_graphics->drawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect);
}
virtual void onMouseEnter() {}
@@ -292,7 +292,7 @@ void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc)
// Points to just after frame header, ie. start of sprite data
_sprites[state].data = (uint8 *) (frame_head + 1);
- g_display->createSurface(&_sprites[state], &_surfaces[state]._surface);
+ g_graphics->createSurface(&_sprites[state], &_surfaces[state]._surface);
_surfaces[state]._original = true;
// Release the anim resource
@@ -340,7 +340,7 @@ public:
virtual void onAction(Widget *widget, int result = 0) {}
virtual void paint() {
- g_display->clearScene();
+ g_graphics->clearScene();
for (int i = 0; i < _numWidgets; i++)
_widgets[i]->paint();
}
@@ -363,15 +363,15 @@ int Dialog::run() {
while (!_finish) {
// So that the menu icons will reach their full size
- g_display->processMenu();
- g_display->updateDisplay();
+ g_graphics->processMenu();
+ g_graphics->updateDisplay();
- int16 newMouseX = g_display->_mouseX;
- int16 newMouseY = g_display->_mouseY + 40;
+ int16 newMouseX = g_input->_mouseX;
+ int16 newMouseY = g_input->_mouseY + 40;
- _mouseEvent *me = MouseEvent();
+ _mouseEvent *me = g_input->mouseEvent();
_keyboardEvent ke;
- int32 keyboardStatus = ReadKey(&ke);
+ int32 keyboardStatus = g_input->readKey(&ke);
if (keyboardStatus == RD_OK) {
if (ke.keycode == 27)
@@ -388,7 +388,7 @@ int Dialog::run() {
_widgets[i]->onMouseEnter();
if (oldHit && !newHit)
_widgets[i]->onMouseExit();
- if (g_display->_mouseX != oldMouseX || g_display->_mouseY != oldMouseY)
+ if (g_input->_mouseX != oldMouseX || g_input->_mouseY != oldMouseY)
_widgets[i]->onMouseMove(newMouseX, newMouseY);
if (me) {
@@ -786,8 +786,8 @@ public:
_musicSlider->setValue(g_sound->getMusicVolume());
_speechSlider->setValue(g_sound->getSpeechVolume());
_fxSlider->setValue(g_sound->getFxVolume());
- _gfxSlider->setValue(g_display->getRenderLevel());
- _gfxPreview->setState(g_display->getRenderLevel());
+ _gfxSlider->setValue(g_graphics->getRenderLevel());
+ _gfxPreview->setState(g_graphics->getRenderLevel());
}
~OptionsDialog() {
@@ -1312,17 +1312,17 @@ void SaveLoadDialog::saveLoadError(char* text) {
while (1) {
_mouseEvent *me;
- g_display->updateDisplay();
+ g_graphics->updateDisplay();
- if (KeyWaiting()) {
+ if (g_input->keyWaiting()) {
_keyboardEvent ke;
- ReadKey(&ke);
+ g_input->readKey(&ke);
if (ke.keycode == 27)
break;
}
- me = MouseEvent();
+ me = g_input->mouseEvent();
if (me && (me->buttons & RD_LEFTBUTTONDOWN))
break;
@@ -1383,7 +1383,7 @@ void Gui::writeOptionSettings(void) {
ConfMan.set("music_mute", g_sound->isMusicMute());
ConfMan.set("speech_mute", g_sound->isSpeechMute());
ConfMan.set("sfx_mute", g_sound->isFxMute());
- ConfMan.set("gfx_details", g_display->getRenderLevel());
+ ConfMan.set("gfx_details", g_graphics->getRenderLevel());
ConfMan.set("nosubtitles", !_subtitles);
ConfMan.set("object_labels", _pointerTextSelected);
ConfMan.set("reverse_stereo", _stereoReversed);
@@ -1432,7 +1432,7 @@ void Gui::restartControl(void) {
//in case we were dead - well we're not anymore!
DEAD = 0;
- g_display->clearScene();
+ g_graphics->clearScene();
// restart the game
// clear all memory and reset the globals
@@ -1466,7 +1466,7 @@ void Gui::restartControl(void) {
// fnRegisterFrame)
_vm->resetMouseList();
- g_display->closeMenuImmediately();
+ g_graphics->closeMenuImmediately();
// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
// - this is taken from fnInitBackground
@@ -1496,7 +1496,7 @@ void Gui::updateGraphicsLevel(int newLevel) {
else if (newLevel > 3)
newLevel = 3;
- g_display->setRenderLevel(newLevel);
+ g_graphics->setRenderLevel(newLevel);
// update our global variable - which needs to be checked when dimming
// the palette in PauseGame() in sword2.cpp (since palette-matching
diff --git a/sword2/debug.cpp b/sword2/debug.cpp
index 8d96dba103..d4950adc3c 100644
--- a/sword2/debug.cpp
+++ b/sword2/debug.cpp
@@ -186,14 +186,14 @@ void Debugger::buildDebugText(void) {
if (_vm->_mouseTouching)
sprintf(buf, "mouse %d,%d (id %d: %s)",
- g_display->_mouseX + _vm->_thisScreen.scroll_offset_x,
- g_display->_mouseY + _vm->_thisScreen.scroll_offset_y,
+ g_input->_mouseX + _vm->_thisScreen.scroll_offset_x,
+ g_input->_mouseY + _vm->_thisScreen.scroll_offset_y,
_vm->_mouseTouching,
_vm->fetchObjectName(_vm->_mouseTouching));
else
sprintf(buf, "mouse %d,%d (not touching)",
- g_display->_mouseX + _vm->_thisScreen.scroll_offset_x,
- g_display->_mouseY + _vm->_thisScreen.scroll_offset_y);
+ g_input->_mouseX + _vm->_thisScreen.scroll_offset_x,
+ g_input->_mouseY + _vm->_thisScreen.scroll_offset_y);
makeDebugTextBlock(buf, 0, 30);
@@ -319,7 +319,7 @@ void Debugger::drawDebugGraphics(void) {
// mouse marker & coords
if (_displayMouseMarker)
- plotCrossHair(g_display->_mouseX + _vm->_thisScreen.scroll_offset_x, g_display->_mouseY + _vm->_thisScreen.scroll_offset_y, 215);
+ plotCrossHair(g_input->_mouseX + _vm->_thisScreen.scroll_offset_x, g_input->_mouseY + _vm->_thisScreen.scroll_offset_y, 215);
// mouse area rectangle / sprite box rectangle when testing anims
@@ -335,20 +335,20 @@ void Debugger::drawDebugGraphics(void) {
}
void Debugger::plotCrossHair(int16 x, int16 y, uint8 pen) {
- g_display->plotPoint(x, y, pen); // driver function
+ g_graphics->plotPoint(x, y, pen); // driver function
- g_display->drawLine(x - 2, y, x - 5, y, pen); // driver function
- g_display->drawLine(x + 2, y, x + 5, y, pen);
+ g_graphics->drawLine(x - 2, y, x - 5, y, pen); // driver function
+ g_graphics->drawLine(x + 2, y, x + 5, y, pen);
- g_display->drawLine(x, y - 2, x, y - 5, pen);
- g_display->drawLine(x, y + 2, x, y + 5, pen);
+ g_graphics->drawLine(x, y - 2, x, y - 5, pen);
+ g_graphics->drawLine(x, y + 2, x, y + 5, pen);
}
void Debugger::drawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) {
- g_display->drawLine(x1, y1, x2, y1, pen); // top edge
- g_display->drawLine(x1, y2, x2, y2, pen); // bottom edge
- g_display->drawLine(x1, y1, x1, y2, pen); // left edge
- g_display->drawLine(x2, y1, x2, y2, pen); // right edge
+ g_graphics->drawLine(x1, y1, x2, y1, pen); // top edge
+ g_graphics->drawLine(x1, y2, x2, y2, pen); // bottom edge
+ g_graphics->drawLine(x1, y1, x1, y2, pen); // left edge
+ g_graphics->drawLine(x2, y1, x2, y2, pen); // right edge
}
void Debugger::printCurrentInfo(void) {
diff --git a/sword2/driver/_mouse.cpp b/sword2/driver/_mouse.cpp
index 8216c5fa07..bce554a3f3 100644
--- a/sword2/driver/_mouse.cpp
+++ b/sword2/driver/_mouse.cpp
@@ -26,43 +26,59 @@
namespace Sword2 {
-#define MAX_MOUSE_EVENTS 16
#define MOUSEFLASHFRAME 6
-static uint8 mouseBacklog = 0;
-static uint8 mouseLogPos = 0;
-static _mouseEvent mouseLog[MAX_MOUSE_EVENTS];
+/**
+ * Logs the mouse button event passed in buttons. The button events are
+ * defined as RD_LEFTBUTTONDOWN, RD_LEFTBUTTONUP, RD_RIGHTBUTTONDOWN and
+ * RD_RIGHTBUTTONUP.
+ */
-void Display::resetRenderEngine(void) {
- _parallaxScrollX = 0;
- _parallaxScrollY = 0;
- _scrollX = 0;
- _scrollY = 0;
+void Input::logMouseEvent(uint16 buttons) {
+ // We need to leave the one, which is the current event, alone!
+ if (_mouseBacklog == MAX_MOUSE_EVENTS - 1)
+ return;
+
+ _mouseLog[(_mouseBacklog + _mouseLogPos) % MAX_MOUSE_EVENTS].buttons = buttons;
+ _mouseBacklog++;
+}
+
+bool Input::checkForMouseEvents(void) {
+ return _mouseBacklog != 0;
}
-// --------------------------------------------------------------------------
-// Logs the mouse button event passed in buttons. The button events are
-// defined as RD_LEFTBUTTONDOWN, RD_LEFTBUTTONUP, RD_RIGHTBUTTONDOWN and
-// RD_RIGHTBUTTONUP.
-// --------------------------------------------------------------------------
+/**
+ * Get the next pending mouse event.
+ * @return a pointer to the mouse event, or NULL of there is none
+ */
-void LogMouseEvent(uint16 buttons) {
+_mouseEvent *Input::mouseEvent(void) {
_mouseEvent *me;
- // We need to leave the one, which is the current event, alone!
- if (mouseBacklog == MAX_MOUSE_EVENTS - 1)
- return;
+ if (_mouseBacklog) {
+ me = &_mouseLog[_mouseLogPos];
+ if (++_mouseLogPos == MAX_MOUSE_EVENTS)
+ _mouseLogPos = 0;
- me = &mouseLog[(mouseBacklog + mouseLogPos) % MAX_MOUSE_EVENTS];
- me->buttons = buttons;
- mouseBacklog++;
+ _mouseBacklog--;
+ return me;
+ }
+
+ return NULL;
+}
+
+void Graphics::resetRenderEngine(void) {
+ _parallaxScrollX = 0;
+ _parallaxScrollY = 0;
+ _scrollX = 0;
+ _scrollY = 0;
}
// FIXME: The original code used 0 for transparency, while our backend uses
// 0xFF. That means that parts of the mouse cursor that weren't meant to be
// transparent may be now.
-void Display::decompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff, int yOff) {
+void Graphics::decompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff, int yOff) {
int32 size = width * height;
int32 i = 0;
int x = 0;
@@ -87,7 +103,7 @@ void Display::decompressMouse(uint8 *decomp, uint8 *comp, int width, int height,
}
}
-void Display::drawMouse(void) {
+void Graphics::drawMouse(void) {
if (!_mouseAnim && !_luggageAnim)
return;
@@ -159,34 +175,10 @@ void Display::drawMouse(void) {
}
/**
- * Get the next pending mouse event.
- * @return a pointer to the mouse event, or NULL of there is none
- */
-
-_mouseEvent *MouseEvent(void) {
- _mouseEvent *me;
-
- if (mouseBacklog) {
- me = &mouseLog[mouseLogPos];
- if (++mouseLogPos == MAX_MOUSE_EVENTS)
- mouseLogPos = 0;
-
- mouseBacklog--;
- return me;
- }
-
- return NULL;
-}
-
-uint8 CheckForMouseEvents(void) {
- return mouseBacklog; // return the number of mouse events waiting
-}
-
-/**
* Animates the current mouse pointer
*/
-int32 Display::animateMouse(void) {
+int32 Graphics::animateMouse(void) {
uint8 prevMouseFrame = _mouseFrame;
if (!_mouseAnim)
@@ -211,7 +203,7 @@ int32 Display::animateMouse(void) {
* or not there is a lead-in animation
*/
-int32 Display::setMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
+int32 Graphics::setMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
if (_mouseAnim) {
free(_mouseAnim);
_mouseAnim = NULL;
@@ -251,7 +243,7 @@ int32 Display::setMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
* @param size the size of the animation data
*/
-int32 Display::setLuggageAnim(uint8 *ma, int32 size) {
+int32 Graphics::setLuggageAnim(uint8 *ma, int32 size) {
if (_luggageAnim) {
free(_luggageAnim);
_luggageAnim = NULL;
diff --git a/sword2/driver/d_draw.cpp b/sword2/driver/d_draw.cpp
index 8ccb28ab56..1db17dd974 100644
--- a/sword2/driver/d_draw.cpp
+++ b/sword2/driver/d_draw.cpp
@@ -28,7 +28,7 @@
namespace Sword2 {
-Display::Display(int16 width, int16 height)
+Graphics::Graphics(int16 width, int16 height)
: _iconCount(0), _needFullRedraw(false), _fadeStatus(RDFADE_NONE),
_mouseSprite(NULL), _mouseAnim(NULL), _luggageAnim(NULL),
_layer(0), _renderAverageTime(60), _lightMask(NULL),
@@ -59,11 +59,11 @@ Display::Display(int16 width, int16 height)
* @return the graphics detail setting
*/
-int8 Display::getRenderLevel(void) {
+int8 Graphics::getRenderLevel(void) {
return _renderLevel;
}
-void Display::setRenderLevel(int8 level) {
+void Graphics::setRenderLevel(int8 level) {
_renderLevel = level;
switch (_renderLevel) {
@@ -92,25 +92,25 @@ void Display::setRenderLevel(int8 level) {
* touch the menu areas of the screen.
*/
-void Display::clearScene(void) {
+void Graphics::clearScene(void) {
memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
}
void MoviePlayer::openTextObject(_movieTextObject *obj) {
if (obj->textSprite)
- g_display->createSurface(obj->textSprite, &_textSurface);
+ g_graphics->createSurface(obj->textSprite, &_textSurface);
}
void MoviePlayer::closeTextObject(_movieTextObject *obj) {
if (_textSurface) {
- g_display->deleteSurface(_textSurface);
+ g_graphics->deleteSurface(_textSurface);
_textSurface = NULL;
}
}
void MoviePlayer::drawTextObject(_movieTextObject *obj) {
if (obj->textSprite && _textSurface)
- g_display->drawSurface(obj->textSprite, _textSurface);
+ g_graphics->drawSurface(obj->textSprite, _textSurface);
}
/**
@@ -130,14 +130,14 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
uint8 oldPal[1024];
uint8 tmpPal[1024];
- g_display->clearScene();
+ g_graphics->clearScene();
// HACK: Draw instructions
//
// I'm using the the menu area, because that's unlikely to be
// touched by anything else during the cutscene.
- memset(g_display->_buffer, 0, g_display->_screenWide * MENUDEEP);
+ memset(g_graphics->_buffer, 0, g_graphics->_screenWide * MENUDEEP);
uint8 msg[] = "Cutscene - Press ESC to exit";
mem *data = fontRenderer->makeTextSprite(msg, 640, 255, g_sword2->_speechFontId);
@@ -145,16 +145,16 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
_spriteInfo msgSprite;
uint8 *msgSurface;
- msgSprite.x = g_display->_screenWide / 2 - frame->width / 2;
+ msgSprite.x = g_graphics->_screenWide / 2 - frame->width / 2;
msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
msgSprite.w = frame->width;
msgSprite.h = frame->height;
msgSprite.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
msgSprite.data = data->ad + sizeof(_frameHeader);
- g_display->createSurface(&msgSprite, &msgSurface);
- g_display->drawSurface(&msgSprite, msgSurface);
- g_display->deleteSurface(msgSurface);
+ g_graphics->createSurface(&msgSprite, &msgSurface);
+ g_graphics->drawSurface(&msgSprite, msgSurface);
+ g_graphics->deleteSurface(msgSurface);
memory->freeMemory(data);
// In case the cutscene has a long lead-in, start just before
@@ -170,12 +170,12 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
// The text should probably be colored the same as the rest of
// the in-game text.
- memcpy(oldPal, g_display->_palCopy, 1024);
+ memcpy(oldPal, g_graphics->_palCopy, 1024);
memset(tmpPal, 0, 1024);
tmpPal[255 * 4 + 0] = 255;
tmpPal[255 * 4 + 1] = 255;
tmpPal[255 * 4 + 2] = 255;
- g_display->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
PlayingSoundHandle handle = 0;
@@ -186,7 +186,7 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
break;
if (frameCounter == text[textCounter]->startFrame) {
- g_display->clearScene();
+ g_graphics->clearScene();
openTextObject(text[textCounter]);
drawTextObject(text[textCounter]);
if (text[textCounter]->speech) {
@@ -196,17 +196,17 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
- g_display->clearScene();
+ g_graphics->clearScene();
textCounter++;
}
frameCounter++;
- 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) {
g_sword2->_mixer->stopHandle(handle);
skipCutscene = true;
break;
@@ -221,17 +221,17 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
closeTextObject(text[textCounter]);
- g_display->clearScene();
- g_display->setNeedFullRedraw();
+ g_graphics->clearScene();
+ g_graphics->setNeedFullRedraw();
// HACK: Remove the instructions created above
Common::Rect r;
- memset(g_display->_buffer, 0, g_display->_screenWide * MENUDEEP);
+ memset(g_graphics->_buffer, 0, g_graphics->_screenWide * MENUDEEP);
r.left = r.top = 0;
- r.right = g_display->_screenWide;
+ r.right = g_graphics->_screenWide;
r.bottom = MENUDEEP;
- g_display->updateRect(&r);
+ g_graphics->updateRect(&r);
// FIXME: For now, only play the lead-out music for cutscenes
// that have subtitles.
@@ -239,7 +239,7 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
if (!skipCutscene)
g_sound->playLeadOut(musicOut);
- g_display->setPalette(0, 256, oldPal, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
}
// Lead-in and lead-out music are, as far as I can tell, only used for
diff --git a/sword2/driver/d_draw.h b/sword2/driver/d_draw.h
index cea1941ad6..f3c0a055ee 100644
--- a/sword2/driver/d_draw.h
+++ b/sword2/driver/d_draw.h
@@ -76,7 +76,7 @@ typedef struct {
bool transparent;
} BlockSurface;
-class Display {
+class Graphics {
friend class MoviePlayer;
private:
@@ -174,15 +174,12 @@ private:
int32 decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable);
public:
- Display(int16 width, int16 height);
+ Graphics(int16 width, int16 height);
// Game screen metrics
int16 _screenWide;
int16 _screenDeep;
- int16 _mouseX;
- int16 _mouseY;
-
uint8 _palCopy[256][4];
int8 getRenderLevel(void);
diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp
index c86a14193a..8235d25934 100644
--- a/sword2/driver/d_sound.cpp
+++ b/sword2/driver/d_sound.cpp
@@ -248,7 +248,7 @@ void Sound::playLeadOut(uint8 *leadOut) {
}
while (_fx[i]._handle) {
- g_display->updateDisplay();
+ g_graphics->updateDisplay();
g_system->delay_msecs(30);
}
}
diff --git a/sword2/driver/driver96.h b/sword2/driver/driver96.h
index fde513ba77..4ecf614da9 100644
--- a/sword2/driver/driver96.h
+++ b/sword2/driver/driver96.h
@@ -274,20 +274,6 @@ extern int32 SetLanguageVersion(uint8 version);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
-// Mouse functions - from mouse.c
-//-----------------------------------------------------------------------------
-extern _mouseEvent *MouseEvent(void);
-uint8 CheckForMouseEvents(void);
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Keyboard functions - from keyboard.c
-//-----------------------------------------------------------------------------
-extern bool KeyWaiting(void);
-extern int32 ReadKey(_keyboardEvent *ke);
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
// Misc functions - from misc.cpp
//-----------------------------------------------------------------------------
extern uint32 SVM_timeGetTime(void);
@@ -295,6 +281,46 @@ extern void SVM_SetFileAttributes(char *file, uint32 atrib);
extern void SVM_DeleteFile(char *file);
extern int32 SVM_GetVolumeInformation(char *cdPath, char *sCDName, uint32 maxPath, uint8 *, uint32 *dwMaxCompLength, uint32 *dwFSFlags, uint8 *, uint32 a);
+#define MAX_MOUSE_EVENTS 16
+
+// Key buffer size
+#define MAX_KEY_BUFFER 32
+
+class Input {
+ uint8 _mouseBacklog;
+ uint8 _mouseLogPos;
+ _mouseEvent _mouseLog[MAX_MOUSE_EVENTS];
+
+ void logMouseEvent(uint16 buttons);
+
+ // The number of key presses waiting to be processed.
+ uint8 _keyBacklog;
+
+ // Index of the next key to read from the buffer.
+ uint8 _keyLogPos;
+
+ // The keyboard buffer
+ _keyboardEvent _keyBuffer[MAX_KEY_BUFFER];
+
+ void writeKey(uint16 ascii, int keycode, int modifiers);
+
+public:
+ int16 _mouseX;
+ int16 _mouseY;
+
+ Input() :
+ _mouseBacklog(0), _mouseLogPos(0), _keyBacklog(0),
+ _keyLogPos(0) {};
+
+ void parseEvents(void);
+
+ _mouseEvent *mouseEvent(void);
+ bool checkForMouseEvents(void);
+
+ bool keyWaiting(void);
+ int32 readKey(_keyboardEvent *ev);
+};
+
} // End of namespace Sword2
#endif
diff --git a/sword2/driver/keyboard.cpp b/sword2/driver/keyboard.cpp
index d5f5e90f0c..8645f5b10d 100644
--- a/sword2/driver/keyboard.cpp
+++ b/sword2/driver/keyboard.cpp
@@ -22,22 +22,14 @@
namespace Sword2 {
-// Key buffer size
-#define MAX_KEY_BUFFER 32
-
-uint8 keyBacklog = 0; // The number of key presses waiting to be processed.
-uint8 keyPointer = 0; // Index of the next key to read from the buffer.
-
-_keyboardEvent keyBuffer[MAX_KEY_BUFFER]; // The keyboard buffer
-
-void WriteKey(uint16 ascii, int keycode, int modifiers) {
- if (keyBuffer && keyBacklog < MAX_KEY_BUFFER) {
- _keyboardEvent *slot = &keyBuffer[(keyPointer + keyBacklog) % MAX_KEY_BUFFER];
+void Input::writeKey(uint16 ascii, int keycode, int modifiers) {
+ if (_keyBuffer && _keyBacklog < MAX_KEY_BUFFER) {
+ _keyboardEvent *slot = &_keyBuffer[(_keyLogPos + _keyBacklog) % MAX_KEY_BUFFER];
slot->ascii = ascii;
slot->keycode = keycode;
slot->modifiers = modifiers;
- keyBacklog++;
+ _keyBacklog++;
}
}
@@ -45,8 +37,8 @@ void WriteKey(uint16 ascii, int keycode, int modifiers) {
* @return true if there is an unprocessed key waiting in the queue
*/
-bool KeyWaiting(void) {
- return keyBacklog != 0;
+bool Input::keyWaiting(void) {
+ return _keyBacklog != 0;
}
/**
@@ -54,24 +46,23 @@ bool KeyWaiting(void) {
* @return RD_OK, or an error code to indicate there is no key waiting.
*/
-int32 ReadKey(_keyboardEvent *ev) {
- if (!keyBacklog)
+int32 Input::readKey(_keyboardEvent *ev) {
+ if (!_keyBacklog)
return RDERR_NOKEYWAITING;
if (ev == NULL)
return RDERR_INVALIDPOINTER;
- ev->ascii = keyBuffer[keyPointer].ascii;
- ev->keycode = keyBuffer[keyPointer].keycode;
- ev->modifiers = keyBuffer[keyPointer].modifiers;
-
- keyPointer++;
+ ev->ascii = _keyBuffer[_keyLogPos].ascii;
+ ev->keycode = _keyBuffer[_keyLogPos].keycode;
+ ev->modifiers = _keyBuffer[_keyLogPos].modifiers;
- if (keyPointer == MAX_KEY_BUFFER)
- keyPointer = 0;
+ _keyLogPos++;
- keyBacklog--;
+ if (_keyLogPos == MAX_KEY_BUFFER)
+ _keyLogPos = 0;
+ _keyBacklog--;
return RD_OK;
}
diff --git a/sword2/driver/menu.cpp b/sword2/driver/menu.cpp
index 54a87c20ac..341fb85de9 100644
--- a/sword2/driver/menu.cpp
+++ b/sword2/driver/menu.cpp
@@ -29,7 +29,7 @@ namespace Sword2 {
#define MENUDEEP 40
#define MAXMENUANIMS 8
-void Display::clearIconArea(int menu, int pocket, Common::Rect *r) {
+void Graphics::clearIconArea(int menu, int pocket, Common::Rect *r) {
byte *dst;
int i;
@@ -52,7 +52,7 @@ void Display::clearIconArea(int menu, int pocket, Common::Rect *r) {
* system is.
*/
-void Display::processMenu(void) {
+void Graphics::processMenu(void) {
byte *src, *dst;
uint8 menu;
uint8 i, j;
@@ -199,7 +199,7 @@ void Display::processMenu(void) {
* @return RD_OK, or an error code
*/
-int32 Display::showMenu(uint8 menu) {
+int32 Graphics::showMenu(uint8 menu) {
// Check for invalid menu parameter
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
@@ -219,7 +219,7 @@ int32 Display::showMenu(uint8 menu) {
* @return RD_OK, or an error code
*/
-int32 Display::hideMenu(uint8 menu) {
+int32 Graphics::hideMenu(uint8 menu) {
// Check for invalid menu parameter
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
@@ -237,7 +237,7 @@ int32 Display::hideMenu(uint8 menu) {
* This function hides both menus immediately.
*/
-void Display::closeMenuImmediately(void) {
+void Graphics::closeMenuImmediately(void) {
Common::Rect r;
int i;
@@ -266,7 +266,7 @@ void Display::closeMenuImmediately(void) {
* @return RD_OK, or an error code
*/
-int32 Display::setMenuIcon(uint8 menu, uint8 pocket, uint8 *icon) {
+int32 Graphics::setMenuIcon(uint8 menu, uint8 pocket, uint8 *icon) {
Common::Rect r;
// Check for invalid menu parameter.
diff --git a/sword2/driver/palette.cpp b/sword2/driver/palette.cpp
index aa0f860a62..a4098426b3 100644
--- a/sword2/driver/palette.cpp
+++ b/sword2/driver/palette.cpp
@@ -26,7 +26,7 @@
namespace Sword2 {
-uint8 Display::getMatch(uint8 r, uint8 g, uint8 b) {
+uint8 Graphics::getMatch(uint8 r, uint8 g, uint8 b) {
int32 diff;
int32 min;
int16 diffred, diffgreen, diffblue;
@@ -67,7 +67,7 @@ uint8 Display::getMatch(uint8 r, uint8 g, uint8 b) {
* from the current palCopy
*/
-void Display::updatePaletteMatchTable(uint8 *data) {
+void Graphics::updatePaletteMatchTable(uint8 *data) {
if (!data) {
int16 red, green, blue;
uint8 *p;
@@ -101,7 +101,7 @@ void Display::updatePaletteMatchTable(uint8 *data) {
// FIXME: This used to be inlined - probably a good idea - but the
// linker complained when I tried to use it in sprite.cpp.
-uint8 Display::quickMatch(uint8 r, uint8 g, uint8 b) {
+uint8 Graphics::quickMatch(uint8 r, uint8 g, uint8 b) {
return _paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
}
@@ -112,7 +112,7 @@ uint8 Display::quickMatch(uint8 r, uint8 g, uint8 b) {
* @param colourTable the new colour entries
*/
-void Display::setPalette(int16 startEntry, int16 noEntries, uint8 *colourTable, uint8 fadeNow) {
+void Graphics::setPalette(int16 startEntry, int16 noEntries, uint8 *colourTable, uint8 fadeNow) {
if (noEntries) {
memcpy(&_palCopy[startEntry][0], colourTable, noEntries * 4);
if (fadeNow == RDPAL_INSTANT)
@@ -121,7 +121,7 @@ void Display::setPalette(int16 startEntry, int16 noEntries, uint8 *colourTable,
g_system->set_palette((const byte *) _palCopy, 0, 256);
}
-void Display::dimPalette(void) {
+void Graphics::dimPalette(void) {
byte *p = (byte *) _palCopy;
for (int i = 0; i < 256 * 4; i++)
@@ -135,7 +135,7 @@ void Display::dimPalette(void) {
* @param time the time it will take the palette to fade up
*/
-int32 Display::fadeUp(float time) {
+int32 Graphics::fadeUp(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
@@ -151,7 +151,7 @@ int32 Display::fadeUp(float time) {
* @param time the time it will take the palette to fade down
*/
-int32 Display::fadeDown(float time) {
+int32 Graphics::fadeDown(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
@@ -168,18 +168,18 @@ int32 Display::fadeDown(float time) {
* (not faded), or RDFADE_BLACK (completely faded down)
*/
-uint8 Display::getFadeStatus(void) {
+uint8 Graphics::getFadeStatus(void) {
return _fadeStatus;
}
-void Display::waitForFade(void) {
+void Graphics::waitForFade(void) {
while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK) {
updateDisplay();
g_system->delay_msecs(20);
}
}
-void Display::fadeServer(void) {
+void Graphics::fadeServer(void) {
static int32 previousTime = 0;
const byte *newPalette = (const byte *) _fadePalette;
int32 currentTime;
diff --git a/sword2/driver/rdwin.cpp b/sword2/driver/rdwin.cpp
index 911bc1b646..050e8b3021 100644
--- a/sword2/driver/rdwin.cpp
+++ b/sword2/driver/rdwin.cpp
@@ -20,8 +20,6 @@
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/driver/driver96.h"
-#include "sword2/driver/_mouse.h"
-#include "sword2/driver/keyboard.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/render.h"
#include "sword2/driver/menu.h"
@@ -33,29 +31,29 @@ namespace Sword2 {
// OSystem Event Handler. Full of cross platform goodness and 99% fat free!
// ---------------------------------------------------------------------------
-void Sword2Engine::parseEvents() {
+void Input::parseEvents(void) {
OSystem::Event event;
- while (_system->poll_event(&event)) {
- switch(event.event_code) {
+ while (g_system->poll_event(&event)) {
+ switch (event.event_code) {
case OSystem::EVENT_KEYDOWN:
- WriteKey(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
+ writeKey(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
break;
case OSystem::EVENT_MOUSEMOVE:
- g_display->_mouseX = event.mouse.x;
- g_display->_mouseY = event.mouse.y - MENUDEEP;
+ _mouseX = event.mouse.x;
+ _mouseY = event.mouse.y - MENUDEEP;
break;
case OSystem::EVENT_LBUTTONDOWN:
- LogMouseEvent(RD_LEFTBUTTONDOWN);
+ logMouseEvent(RD_LEFTBUTTONDOWN);
break;
case OSystem::EVENT_RBUTTONDOWN:
- LogMouseEvent(RD_RIGHTBUTTONDOWN);
+ logMouseEvent(RD_RIGHTBUTTONDOWN);
break;
case OSystem::EVENT_LBUTTONUP:
- LogMouseEvent(RD_LEFTBUTTONUP);
+ logMouseEvent(RD_LEFTBUTTONUP);
break;
case OSystem::EVENT_RBUTTONUP:
- LogMouseEvent(RD_RIGHTBUTTONUP);
+ logMouseEvent(RD_RIGHTBUTTONUP);
break;
case OSystem::EVENT_QUIT:
g_sword2->closeGame();
@@ -66,7 +64,7 @@ void Sword2Engine::parseEvents() {
}
}
-void Display::setNeedFullRedraw() {
+void Graphics::setNeedFullRedraw() {
_needFullRedraw = true;
}
@@ -75,8 +73,8 @@ void Display::setNeedFullRedraw() {
* windows and the interface it provides.
*/
-void Display::updateDisplay(void) {
- g_sword2->parseEvents();
+void Graphics::updateDisplay(void) {
+ g_input->parseEvents();
fadeServer();
// FIXME: We re-render the entire picture area of the screen for each
@@ -95,7 +93,7 @@ void Display::updateDisplay(void) {
* Set the window title
*/
-void Display::setWindowName(const char *windowName) {
+void Graphics::setWindowName(const char *windowName) {
OSystem::Property prop;
prop.caption = windowName;
diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp
index eb58c9b96d..71f01befea 100644
--- a/sword2/driver/render.cpp
+++ b/sword2/driver/render.cpp
@@ -20,7 +20,6 @@
#include "stdafx.h"
#include "sword2/driver/driver96.h"
#include "sword2/driver/d_draw.h"
-#include "sword2/driver/_mouse.h"
#include "sword2/driver/render.h"
#include "sword2/driver/menu.h"
#include "sword2/sword2.h"
@@ -32,13 +31,13 @@ namespace Sword2 {
#define BLOCKWBITS 6
#define BLOCKHBITS 6
-void Display::updateRect(Common::Rect *r) {
+void Graphics::updateRect(Common::Rect *r) {
g_system->copy_rect(_buffer + r->top * _screenWide + r->left,
_screenWide, r->left, r->top, r->right - r->left,
r->bottom - r->top);
}
-void Display::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect) {
+void Graphics::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect) {
if (r->top > clip_rect->bottom || r->left > clip_rect->right || r->bottom <= clip_rect->top || r->right <= clip_rect->left)
return;
@@ -78,7 +77,7 @@ void Display::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *c
}
// UploadRect(r);
- g_display->setNeedFullRedraw();
+ setNeedFullRedraw();
}
// I've made the scaling two separate functions because there were cases from
@@ -94,7 +93,7 @@ void Display::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *c
// be drawn. This is only used at the highest graphics detail setting (and not
// always even then) and is used to help anti-alias the image.
-void Display::squashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
+void Graphics::squashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
int32 ince, incne, d;
int16 x, y;
@@ -189,7 +188,7 @@ void Display::squashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 ds
}
}
-void Display::stretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
+void Graphics::stretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
byte *origDst = dst;
int32 ince, incne, d;
int16 x, y, i, j, k;
@@ -335,7 +334,7 @@ void Display::stretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 d
* @param colour colour of the point
*/
-void Display::plotPoint(uint16 x, uint16 y, uint8 colour) {
+void Graphics::plotPoint(uint16 x, uint16 y, uint8 colour) {
uint8 *buf = _buffer + 40 * RENDERWIDE;
int16 newx, newy;
@@ -356,7 +355,7 @@ void Display::plotPoint(uint16 x, uint16 y, uint8 colour) {
*/
// Uses Bressnham's incremental algorithm!
-void Display::drawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
+void Graphics::drawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
uint8 *buf = _buffer + 40 * RENDERWIDE;
int dx, dy;
int dxmod, dymod;
@@ -519,7 +518,7 @@ void Display::drawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
* @param h height of the current location
*/
-void Display::setLocationMetrics(uint16 w, uint16 h) {
+void Graphics::setLocationMetrics(uint16 w, uint16 h) {
_locationWide = w;
_locationDeep = h;
}
@@ -529,7 +528,7 @@ void Display::setLocationMetrics(uint16 w, uint16 h) {
* parallax can be either foreground, background or the main screen.
*/
-void Display::renderParallax(_parallax *p, int16 l) {
+void Graphics::renderParallax(_parallax *p, int16 l) {
int16 x, y;
Common::Rect r;
@@ -575,7 +574,7 @@ void Display::renderParallax(_parallax *p, int16 l) {
* Initialises the timers before the render loop is entered.
*/
-void Display::initialiseRenderCycle(void) {
+void Graphics::initialiseRenderCycle(void) {
_initialTime = SVM_timeGetTime();
_totalTime = _initialTime + MILLISECSPERCYCLE;
}
@@ -585,7 +584,7 @@ void Display::initialiseRenderCycle(void) {
* render cycle.
*/
-void Display::startRenderCycle(void) {
+void Graphics::startRenderCycle(void) {
_scrollXOld = _scrollX;
_scrollYOld = _scrollY;
@@ -610,7 +609,7 @@ void Display::startRenderCycle(void) {
* terminated, or false if it should continue
*/
-bool Display::endRenderCycle(void) {
+bool Graphics::endRenderCycle(void) {
static int32 renderTimeLog[4] = { 60, 60, 60, 60 };
static int32 renderCountIndex = 0;
int32 time;
@@ -668,7 +667,7 @@ bool Display::endRenderCycle(void) {
* position in the allotted time.
*/
-void Display::setScrollTarget(int16 sx, int16 sy) {
+void Graphics::setScrollTarget(int16 sx, int16 sy) {
_scrollXTarget = sx;
_scrollYTarget = sy;
}
@@ -678,7 +677,7 @@ void Display::setScrollTarget(int16 sx, int16 sy) {
* or a NULL pointer in order of background parallax to foreground parallax.
*/
-int32 Display::initialiseBackgroundLayer(_parallax *p) {
+int32 Graphics::initialiseBackgroundLayer(_parallax *p) {
uint8 *memchunk;
uint8 zeros;
uint16 count;
@@ -804,7 +803,7 @@ int32 Display::initialiseBackgroundLayer(_parallax *p) {
* Should be called once after leaving the room to free up memory.
*/
-void Display::closeBackgroundLayer(void) {
+void Graphics::closeBackgroundLayer(void) {
debug(2, "CloseBackgroundLayer");
for (int j = 0; j < MAXLAYERS; j++) {
diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp
index c7bf74177f..c9e21f6639 100644
--- a/sword2/driver/sprite.cpp
+++ b/sword2/driver/sprite.cpp
@@ -32,7 +32,7 @@ namespace Sword2 {
* @param h height of the sprite
*/
-void Display::mirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) {
+void Graphics::mirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) {
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
*dst++ = *(src + w - x - 1);
@@ -49,7 +49,7 @@ void Display::mirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) {
* @param decompSize the expected size of the decompressed sprite
*/
-int32 Display::decompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) {
+int32 Graphics::decompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) {
// PARAMETERS:
// source points to the start of the sprite data for input
// decompSize gives size of decompressed data in bytes
@@ -129,7 +129,7 @@ int32 Display::decompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) {
* Unwinds a run of 16-colour data into 256-colour palette data.
*/
-void Display::unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) {
+void Graphics::unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) {
// for each pair of pixels
while (blockSize > 1) {
// 1st colour = number in table at position given by upper
@@ -164,7 +164,7 @@ void Display::unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *co
* @param colTable mapping from the 16 encoded colours to the current palette
*/
-int32 Display::decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable) {
+int32 Graphics::decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable) {
uint8 headerByte; // block header byte
uint8 *endDest = dest + decompSize; // pointer to byte after end of decomp buffer
int32 rv;
@@ -244,7 +244,7 @@ int32 Display::decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uin
* @return RD_OK, or an error code
*/
-int32 Display::createSurface(_spriteInfo *s, uint8 **sprite) {
+int32 Graphics::createSurface(_spriteInfo *s, uint8 **sprite) {
uint8 *newSprite;
*sprite = (uint8 *) malloc(s->w * s->h);
@@ -288,7 +288,7 @@ int32 Display::createSurface(_spriteInfo *s, uint8 **sprite) {
* @param clipRect the clipping rectangle
*/
-void Display::drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
+void Graphics::drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
Common::Rect rd, rs;
uint16 x, y, srcPitch;
uint8 *src, *dst;
@@ -356,7 +356,7 @@ void Display::drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect
* Destroys a surface.
*/
-void Display::deleteSurface(uint8 *surface) {
+void Graphics::deleteSurface(uint8 *surface) {
free(surface);
}
@@ -381,7 +381,7 @@ void Display::deleteSurface(uint8 *surface) {
// FIXME: I'm sure this could be optimized. There's plenty of data copying and
// mallocing here.
-int32 Display::drawSprite(_spriteInfo *s) {
+int32 Graphics::drawSprite(_spriteInfo *s) {
uint8 *src, *dst;
uint8 *sprite, *newSprite;
uint8 *backbuf = NULL;
@@ -676,7 +676,7 @@ int32 Display::drawSprite(_spriteInfo *s) {
* Opens the light masking sprite for a room.
*/
-int32 Display::openLightMask(_spriteInfo *s) {
+int32 Graphics::openLightMask(_spriteInfo *s) {
// FIXME: The light mask is only needed on higher graphics detail
// settings, so to save memory we could simply ignore it on lower
// settings. But then we need to figure out how to ensure that it
@@ -699,7 +699,7 @@ int32 Display::openLightMask(_spriteInfo *s) {
* Closes the light masking sprite for a room.
*/
-int32 Display::closeLightMask(void) {
+int32 Graphics::closeLightMask(void) {
if (!_lightMask)
return RDERR_NOTOPEN;
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);
diff --git a/sword2/icons.cpp b/sword2/icons.cpp
index ced71c1825..e3e9412208 100644
--- a/sword2/icons.cpp
+++ b/sword2/icons.cpp
@@ -199,16 +199,16 @@ void Sword2Engine::buildMenu(void) {
if (icon_coloured)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
- g_display->setMenuIcon(RDMENU_BOTTOM, j, icon);
+ g_graphics->setMenuIcon(RDMENU_BOTTOM, j, icon);
res_man->closeResource(res);
} else {
// no icon here
- g_display->setMenuIcon(RDMENU_BOTTOM, j, NULL);
+ g_graphics->setMenuIcon(RDMENU_BOTTOM, j, NULL);
debug(5, " NULL for %d", j);
}
}
- g_display->showMenu(RDMENU_BOTTOM);
+ g_graphics->showMenu(RDMENU_BOTTOM);
}
void Sword2Engine::buildSystemMenu(void) {
@@ -236,11 +236,11 @@ void Sword2Engine::buildSystemMenu(void) {
if (!DEAD || icon_list[i] != SAVE_ICON)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
- g_display->setMenuIcon(RDMENU_TOP, i, icon);
+ g_graphics->setMenuIcon(RDMENU_TOP, i, icon);
res_man->closeResource(icon_list[i]);
}
- g_display->showMenu(RDMENU_TOP);
+ g_graphics->showMenu(RDMENU_TOP);
}
} // End of namespace Sword2
diff --git a/sword2/layers.cpp b/sword2/layers.cpp
index 7bbcd09bb5..3216207a05 100644
--- a/sword2/layers.cpp
+++ b/sword2/layers.cpp
@@ -69,11 +69,11 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
#endif
// if the screen is still fading down then wait for black
- g_display->waitForFade();
+ g_graphics->waitForFade();
// if last screen was using a shading mask (see below)
if (_thisScreen.mask_flag) {
- rv = g_display->closeLightMask();
+ rv = g_graphics->closeLightMask();
if (rv)
error("Driver Error %.8x", rv);
}
@@ -82,7 +82,7 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
// for drivers: close the previous screen if one is open
if (_thisScreen.background_layer_id)
- g_display->closeBackgroundLayer();
+ g_graphics->closeBackgroundLayer();
_thisScreen.background_layer_id = res;
_thisScreen.new_palette = new_palette;
@@ -104,7 +104,7 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
debug(5, "res test layers=%d width=%d depth=%d", screen_head->noLayers, screen_head->width, screen_head->height);
//initialise the driver back buffer
- g_display->setLocationMetrics(screen_head->width, screen_head->height);
+ g_graphics->setLocationMetrics(screen_head->width, screen_head->height);
if (screen_head->noLayers) {
for (int i = 0; i < screen_head->noLayers; i++) {
@@ -126,7 +126,7 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
// using the screen size setup the scrolling variables
// if layer is larger than physical screen
- if (screen_head->width > g_display->_screenWide || screen_head->height > g_display->_screenDeep) {
+ if (screen_head->width > g_graphics->_screenWide || screen_head->height > g_graphics->_screenDeep) {
// switch on scrolling (2 means first time on screen)
_thisScreen.scroll_flag = 2;
@@ -141,9 +141,9 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
// calc max allowed offsets (to prevent scrolling off edge) -
// MOVE TO NEW_SCREEN in GTM_CORE.C !!
// NB. min scroll offsets are both zero
- _thisScreen.max_scroll_offset_x = screen_head->width - g_display->_screenWide;
+ _thisScreen.max_scroll_offset_x = screen_head->width - g_graphics->_screenWide;
// 'screenDeep' includes the menu's, so take away 80 pixels
- _thisScreen.max_scroll_offset_y = screen_head->height - (g_display->_screenDeep - (RDMENU_MENUDEEP * 2));
+ _thisScreen.max_scroll_offset_y = screen_head->height - (g_graphics->_screenDeep - (RDMENU_MENUDEEP * 2));
} else {
// layer fits on physical screen - scrolling not required
_thisScreen.scroll_flag = 0; // switch off scrolling
@@ -153,7 +153,7 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
// no inter-cycle scroll between new screens (see setScrollTarget in
// build display)
- g_display->resetRenderEngine();
+ g_graphics->resetRenderEngine();
// these are the physical screen coords where the system
// will try to maintain George's actual feet coords
@@ -177,7 +177,7 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
spriteInfo.data = fetchShadingMask(file);
spriteInfo.colourTable = 0;
- rv = g_display->openLightMask(&spriteInfo);
+ rv = g_graphics->openLightMask(&spriteInfo);
if (rv)
error("Driver Error %.8x", rv);
@@ -221,22 +221,22 @@ void Sword2Engine::setUpBackgroundLayers(void) {
for (i = 0; i < 2; i++) {
if (screenLayerTable->bg_parallax[i])
- g_display->initialiseBackgroundLayer(fetchBackgroundParallaxLayer(file, i));
+ g_graphics->initialiseBackgroundLayer(fetchBackgroundParallaxLayer(file, i));
else
- g_display->initialiseBackgroundLayer(NULL);
+ g_graphics->initialiseBackgroundLayer(NULL);
}
// Normal backround layer
- g_display->initialiseBackgroundLayer(fetchBackgroundLayer(file));
+ g_graphics->initialiseBackgroundLayer(fetchBackgroundLayer(file));
// Foreground parallax layers
for (i = 0; i < 2; i++) {
if (screenLayerTable->fg_parallax[i])
- g_display->initialiseBackgroundLayer(fetchForegroundParallaxLayer(file, i));
+ g_graphics->initialiseBackgroundLayer(fetchForegroundParallaxLayer(file, i));
else
- g_display->initialiseBackgroundLayer(NULL);
+ g_graphics->initialiseBackgroundLayer(NULL);
}
// close the screen file
diff --git a/sword2/logic.cpp b/sword2/logic.cpp
index be4b7bc60b..e786f24f86 100644
--- a/sword2/logic.cpp
+++ b/sword2/logic.cpp
@@ -30,7 +30,7 @@
namespace Sword2 {
-Logic *g_logic;
+Logic *g_logic = NULL;
#define LEVEL (_curObjectHub->logic_level)
diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp
index a8466610ff..40d18b5764 100644
--- a/sword2/maketext.cpp
+++ b/sword2/maketext.cpp
@@ -525,7 +525,7 @@ void FontRenderer::printTextBlocs(void) {
spriteInfo.data = _blocList[j].text_mem->ad + sizeof(_frameHeader);
spriteInfo.colourTable = 0;
- rv = g_display->drawSprite(&spriteInfo);
+ rv = g_graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in Print_text_blocs", rv);
}
@@ -603,7 +603,7 @@ void Sword2Engine::initialiseFontResourceFlags(void) {
// GERMAN: "Baphomet's Fluch II"
// default: "Some game or other, part 86"
- g_display->setWindowName((char *) textLine);
+ g_graphics->setWindowName((char *) textLine);
// now ok to close the text file
res_man->closeResource(TEXT_RES);
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp
index 32bb757734..eae9cd1673 100644
--- a/sword2/mouse.cpp
+++ b/sword2/mouse.cpp
@@ -110,7 +110,7 @@ void Sword2Engine::mouseEngine(void) {
systemMenuMouse();
break;
case MOUSE_holding:
- if (g_display->_mouseY < 400) {
+ if (_input->_mouseY < 400) {
_mouseMode = MOUSE_normal;
debug(5, " releasing");
}
@@ -135,21 +135,21 @@ void Sword2Engine::systemMenuMouse(void) {
};
// can't close when player is dead
- if (g_display->_mouseY > 0 && !DEAD) {
+ if (_input->_mouseY > 0 && !DEAD) {
// close menu
_mouseMode = MOUSE_normal;
- g_display->hideMenu(RDMENU_TOP);
+ g_graphics->hideMenu(RDMENU_TOP);
return;
}
- me = MouseEvent();
+ me = g_input->mouseEvent();
if (me && (me->buttons & RD_LEFTBUTTONDOWN)) {
// clicked on a top mouse pointer?
- if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24 && g_display->_mouseY < 0) {
+ if (_input->_mouseX >= 24 && _input->_mouseX < 640 - 24 && _input->_mouseY < 0) {
// which are we over?
- hit = (g_display->_mouseX - 24) / 40;
+ hit = (_input->_mouseX - 24) / 40;
// no save when dead
if (icon_list[hit] == SAVE_ICON && DEAD)
@@ -163,7 +163,7 @@ void Sword2Engine::systemMenuMouse(void) {
// change all others to grey
if (j != hit) {
icon = res_man->openResource(icon_list[j]) + sizeof(_standardHeader);
- g_display->setMenuIcon(RDMENU_TOP, j, icon);
+ g_graphics->setMenuIcon(RDMENU_TOP, j, icon);
res_man->closeResource(icon_list[j]);
}
}
@@ -188,9 +188,9 @@ void Sword2Engine::systemMenuMouse(void) {
// clear the screen & set up the new palette
// for the menus
- g_display->clearScene();
- g_display->processMenu();
- g_display->resetRenderEngine();
+ g_graphics->clearScene();
+ g_graphics->processMenu();
+ g_graphics->resetRenderEngine();
// call the relevent screen
switch (hit) {
@@ -214,7 +214,7 @@ void Sword2Engine::systemMenuMouse(void) {
// Menu stays open on death screen
if (!DEAD) {
_mouseMode = MOUSE_normal;
- g_display->hideMenu(RDMENU_TOP);
+ g_graphics->hideMenu(RDMENU_TOP);
} else {
setMouse(NORMAL_MOUSE_ID);
buildSystemMenu();
@@ -223,8 +223,8 @@ void Sword2Engine::systemMenuMouse(void) {
// clear the screen & restore the location
// palette
- g_display->clearScene();
- g_display->processMenu();
+ g_graphics->clearScene();
+ g_graphics->processMenu();
// reset game palette, but not after a
// successful restore or restart!
@@ -272,10 +272,10 @@ void Sword2Engine::dragMouse(void) {
_mouseEvent *me;
uint32 pos;
- if (g_display->_mouseY < 400) {
+ if (_input->_mouseY < 400) {
// close menu
_mouseMode = MOUSE_normal;
- g_display->hideMenu(RDMENU_BOTTOM);
+ g_graphics->hideMenu(RDMENU_BOTTOM);
return;
}
@@ -284,7 +284,7 @@ void Sword2Engine::dragMouse(void) {
// now do the normal click stuff
- me = MouseEvent();
+ me = g_input->mouseEvent();
// we only care about left clicks when the mouse is over an object
// we ignore mouse releases
@@ -311,8 +311,8 @@ void Sword2Engine::dragMouse(void) {
// these might be required by the action script about
// to be run
- MOUSE_X = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x;
- MOUSE_Y = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y;
+ MOUSE_X = (uint32) _input->_mouseX + _thisScreen.scroll_offset_x;
+ MOUSE_Y = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y;
// for scripts to know what's been clicked (21jan97).
// First used for 'room_13_turning_script' in object
@@ -326,14 +326,14 @@ void Sword2Engine::dragMouse(void) {
// Hide menu - back to normal menu mode
- g_display->hideMenu(RDMENU_BOTTOM);
+ g_graphics->hideMenu(RDMENU_BOTTOM);
_mouseMode = MOUSE_normal;
} else {
// better check for combine/cancel
// cancel puts us back in Menu_mouse mode
- if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
+ if (_input->_mouseX >= 24 && _input->_mouseX < 640 - 24) {
// which are we over?
- pos = (g_display->_mouseX - 24) / 40;
+ pos = (_input->_mouseX - 24) / 40;
//clicked on something - what button?
if (_masterMenuList[pos].icon_resource) {
@@ -385,14 +385,14 @@ void Sword2Engine::menuMouse(void) {
_mouseEvent *me;
uint32 pos;
- if (g_display->_mouseY < 400) {
+ if (_input->_mouseY < 400) {
// close menu
_mouseMode = MOUSE_normal;
- g_display->hideMenu(RDMENU_BOTTOM);
+ g_graphics->hideMenu(RDMENU_BOTTOM);
return;
}
- me = MouseEvent();
+ me = g_input->mouseEvent();
// we only care about left clicks when the mouse is over an object
// we ignore mouse releases
@@ -401,9 +401,9 @@ void Sword2Engine::menuMouse(void) {
// there's a mouse event to be processed
// now check if we've clicked on an actual icon
- if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
+ if (_input->_mouseX >= 24 && _input->_mouseX < 640 - 24) {
// which are we over?
- pos = (g_display->_mouseX - 24) / 40;
+ pos = (_input->_mouseX - 24) / 40;
// clicked on something - what button?
if (_masterMenuList[pos].icon_resource) {
@@ -471,7 +471,7 @@ void Sword2Engine::normalMouse(void) {
_mouseEvent *me;
// no save in big-object menu lock situation
- if (g_display->_mouseY < 0 && !_mouseModeLocked && !OBJECT_HELD) {
+ if (_input->_mouseY < 0 && !_mouseModeLocked && !OBJECT_HELD) {
_mouseMode = MOUSE_system_menu;
if (_mouseTouching) {
@@ -486,7 +486,7 @@ void Sword2Engine::normalMouse(void) {
return;
}
- if (g_display->_mouseY > 399 && !_mouseModeLocked) {
+ if (_input->_mouseY > 399 && !_mouseModeLocked) {
// If an object is being held, i.e. if the mouse cursor has a
// luggage, we should be use dragging mode instead of inventory
// menu mode.
@@ -522,7 +522,7 @@ void Sword2Engine::normalMouse(void) {
// now do the normal click stuff
- me = MouseEvent();
+ me = g_input->mouseEvent();
if (_debugger->_definingRectangles) {
if (_debugger->_draggingRectangle == 0) {
@@ -530,8 +530,8 @@ void Sword2Engine::normalMouse(void) {
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
// set both (x1,y1) and (x2,y2) to this point
- _debugger->_rectX1 = _debugger->_rectX2 = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x;
- _debugger->_rectY1 = _debugger->_rectY2 = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y;
+ _debugger->_rectX1 = _debugger->_rectX2 = (uint32) _input->_mouseX + _thisScreen.scroll_offset_x;
+ _debugger->_rectY1 = _debugger->_rectY2 = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y;
_debugger->_draggingRectangle = 1;
}
} else if (_debugger->_draggingRectangle == 1) {
@@ -543,8 +543,8 @@ void Sword2Engine::normalMouse(void) {
_debugger->_draggingRectangle = 2;
} else {
// drag rectangle
- _debugger->_rectX2 = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x;
- _debugger->_rectY2 = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y;
+ _debugger->_rectX2 = (uint32) _input->_mouseX + _thisScreen.scroll_offset_x;
+ _debugger->_rectY2 = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y;
}
} else {
// currently locked to avoid knocking out of place
@@ -594,8 +594,8 @@ void Sword2Engine::normalMouse(void) {
// these might be required by the action script about
// to be run
- MOUSE_X = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x;
- MOUSE_Y = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y;
+ MOUSE_X = (uint32) _input->_mouseX + _thisScreen.scroll_offset_x;
+ MOUSE_Y = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y;
// only left button
if (_mouseTouching == EXIT_CLICK_ID && (me->buttons & RD_LEFTBUTTONDOWN)) {
@@ -650,7 +650,7 @@ void Sword2Engine::mouseOnOff(void) {
// don't detect objects that are hidden behind the menu bars (ie. in
// the scrolled-off areas of the screen)
- if (g_display->_mouseY < 0 || g_display->_mouseY > 399) {
+ if (_input->_mouseY < 0 || _input->_mouseY > 399) {
pointer_type = 0;
_mouseTouching = 0;
} else {
@@ -747,14 +747,14 @@ void Sword2Engine::setMouse(uint32 res) {
// loop
if (res == NORMAL_MOUSE_ID)
- g_display->setMouseAnim(icon, len, RDMOUSE_NOFLASH);
+ g_graphics->setMouseAnim(icon, len, RDMOUSE_NOFLASH);
else
- g_display->setMouseAnim(icon, len, RDMOUSE_FLASH);
+ g_graphics->setMouseAnim(icon, len, RDMOUSE_FLASH);
res_man->closeResource(res);
} else {
// blank cursor
- g_display->setMouseAnim(NULL, 0, 0);
+ g_graphics->setMouseAnim(NULL, 0, 0);
}
}
@@ -768,11 +768,11 @@ void Sword2Engine::setLuggage(uint32 res) {
icon = res_man->openResource(res) + sizeof(_standardHeader);
len = res_man->_resList[res]->size - sizeof(_standardHeader);
- g_display->setLuggageAnim(icon, len);
+ g_graphics->setLuggageAnim(icon, len);
res_man->closeResource(res);
} else
- g_display->setLuggageAnim(NULL, 0);
+ g_graphics->setLuggageAnim(NULL, 0);
}
uint32 Sword2Engine::checkMouseList(void) {
@@ -786,10 +786,10 @@ uint32 Sword2Engine::checkMouseList(void) {
// mouse-detection-box
if (_mouseList[j].priority == priority &&
- g_display->_mouseX + _thisScreen.scroll_offset_x >= _mouseList[j].x1 &&
- g_display->_mouseX + _thisScreen.scroll_offset_x <= _mouseList[j].x2 &&
- g_display->_mouseY + _thisScreen.scroll_offset_y >= _mouseList[j].y1 &&
- g_display->_mouseY + _thisScreen.scroll_offset_y <= _mouseList[j].y2) {
+ _input->_mouseX + _thisScreen.scroll_offset_x >= _mouseList[j].x1 &&
+ _input->_mouseX + _thisScreen.scroll_offset_x <= _mouseList[j].x2 &&
+ _input->_mouseY + _thisScreen.scroll_offset_y >= _mouseList[j].y1 &&
+ _input->_mouseY + _thisScreen.scroll_offset_y <= _mouseList[j].y2) {
// record id
_mouseTouching = _mouseList[j].id;
@@ -965,8 +965,8 @@ void Sword2Engine::createPointerText(uint32 text_id, uint32 pointer_res) {
// line reference number
_pointerTextBlocNo = fontRenderer->buildNewBloc(
- text + 2, g_display->_mouseX + xOffset,
- g_display->_mouseY + yOffset,
+ text + 2, _input->_mouseX + xOffset,
+ _input->_mouseY + yOffset,
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
_speechFontId, justification);
@@ -1042,7 +1042,7 @@ void Sword2Engine::registerMouse(Object_mouse *ob_mouse) {
void Sword2Engine::monitorPlayerActivity(void) {
// if there is at least one mouse event outstanding
- if (CheckForMouseEvents()) {
+ if (g_input->checkForMouseEvents()) {
// reset activity delay counter
_playerActivityDelay = 0;
} else {
@@ -1062,12 +1062,12 @@ int32 Logic::fnNoHuman(int32 *params) {
// dont hide menu in conversations
if (TALK_FLAG == 0)
- g_display->hideMenu(RDMENU_BOTTOM);
+ g_graphics->hideMenu(RDMENU_BOTTOM);
if (_vm->_mouseMode == MOUSE_system_menu) {
// close menu
_vm->_mouseMode = MOUSE_normal;
- g_display->hideMenu(RDMENU_TOP);
+ g_graphics->hideMenu(RDMENU_TOP);
}
// script continue
@@ -1110,7 +1110,7 @@ int32 Logic::fnAddHuman(int32 *params) {
}
// if mouse is over menu area
- if (g_display->_mouseY > 399) {
+ if (g_input->_mouseY > 399) {
if (_vm->_mouseMode != MOUSE_holding) {
// VITAL - reset things & rebuild the menu
_vm->_mouseMode = MOUSE_normal;
@@ -1129,7 +1129,7 @@ int32 Logic::fnAddHuman(int32 *params) {
// testing logic scripts by simulating an instant Save &
// Restore
- g_display->setPalette(0, 1, white, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, white, RDPAL_INSTANT);
// stops all fx & clears the queue - eg. when leaving a
// location
@@ -1141,7 +1141,7 @@ int32 Logic::fnAddHuman(int32 *params) {
res_man->killAllObjects(false);
- g_display->setPalette(0, 1, black, RDPAL_INSTANT);
+ g_graphics->setPalette(0, 1, black, RDPAL_INSTANT);
}
return IR_CONT;
@@ -1228,7 +1228,7 @@ int32 Logic::fnSetScrollRightMouse(int32 *params) {
// Highest priority
- ob_mouse->x1 = _vm->_thisScreen.scroll_offset_x + g_display->_screenWide - SCROLL_MOUSE_WIDTH;
+ ob_mouse->x1 = _vm->_thisScreen.scroll_offset_x + g_graphics->_screenWide - SCROLL_MOUSE_WIDTH;
ob_mouse->y1 = 0;
ob_mouse->x2 = _vm->_thisScreen.screen_wide - 1;
ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1;
@@ -1265,7 +1265,7 @@ int32 Logic::fnSetObjectHeld(int32 *params) {
int32 Logic::fnRemoveChooser(int32 *params) {
// params: none
- g_display->hideMenu(RDMENU_BOTTOM);
+ g_graphics->hideMenu(RDMENU_BOTTOM);
return IR_CONT;
}
diff --git a/sword2/resman.cpp b/sword2/resman.cpp
index 340ebf3747..5c0c63e055 100644
--- a/sword2/resman.cpp
+++ b/sword2/resman.cpp
@@ -1019,28 +1019,28 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
char buf[1024];
sprintf(buf, "%sClusters\\%s", _cdPath, _resourceFiles[newCluster]);
- g_display->waitForFade();
+ g_graphics->waitForFade();
- if (g_display->getFadeStatus() != RDFADE_BLACK) {
- g_display->fadeDown();
- g_display->waitForFade();
+ if (g_graphics->getFadeStatus() != RDFADE_BLACK) {
+ g_graphics->fadeDown();
+ g_graphics->waitForFade();
}
- g_display->clearScene();
+ g_graphics->clearScene();
_vm->setMouse(0);
_vm->setLuggage(0);
uint8 *bgfile;
bgfile = openResource(2950); // open the screen resource
- g_display->initialiseBackgroundLayer(NULL);
- g_display->initialiseBackgroundLayer(NULL);
- g_display->initialiseBackgroundLayer(_vm->fetchBackgroundLayer(bgfile));
- g_display->initialiseBackgroundLayer(NULL);
- g_display->initialiseBackgroundLayer(NULL);
- g_display->setPalette(0, 256, _vm->fetchPalette(bgfile), RDPAL_FADE);
-
- g_display->renderParallax(_vm->fetchBackgroundLayer(bgfile), 2);
+ g_graphics->initialiseBackgroundLayer(NULL);
+ g_graphics->initialiseBackgroundLayer(NULL);
+ g_graphics->initialiseBackgroundLayer(_vm->fetchBackgroundLayer(bgfile));
+ g_graphics->initialiseBackgroundLayer(NULL);
+ g_graphics->initialiseBackgroundLayer(NULL);
+ g_graphics->setPalette(0, 256, _vm->fetchPalette(bgfile), RDPAL_FADE);
+
+ g_graphics->renderParallax(_vm->fetchBackgroundLayer(bgfile), 2);
closeResource(2950); // release the screen resource
// Git rid of read-only status, if it is set.
@@ -1066,8 +1066,8 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
frame = (_frameHeader*) text_spr->ad;
- textSprite.x = g_display->_screenWide /2 - frame->width / 2;
- textSprite.y = g_display->_screenDeep /2 - frame->height / 2 - RDMENU_MENUDEEP;
+ textSprite.x = g_graphics->_screenWide /2 - frame->width / 2;
+ textSprite.y = g_graphics->_screenDeep /2 - frame->height / 2 - RDMENU_MENUDEEP;
textSprite.w = frame->width;
textSprite.h = frame->height;
textSprite.scale = 0;
@@ -1107,17 +1107,17 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
int16 textX = textSprite.x;
int16 textY = textSprite.y;
- g_display->drawSprite(&barSprite);
+ g_graphics->drawSprite(&barSprite);
barSprite.x = barX;
barSprite.y = barY;
textSprite.data = text_spr->ad + sizeof(_frameHeader);
- g_display->drawSprite(&textSprite);
+ g_graphics->drawSprite(&textSprite);
textSprite.x = textX;
textSprite.y = textY;
- g_display->fadeUp();
- g_display->waitForFade();
+ g_graphics->fadeUp();
+ g_graphics->waitForFade();
uint32 size = inFile.size();
@@ -1139,19 +1139,19 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
step = 0;
// open the screen resource
bgfile = openResource(2950);
- g_display->renderParallax(_vm->fetchBackgroundLayer(bgfile), 2);
+ g_graphics->renderParallax(_vm->fetchBackgroundLayer(bgfile), 2);
// release the screen resource
closeResource(2950);
loadingBar = openResource(2951);
frame = _vm->fetchFrameHeader(loadingBar, fr);
barSprite.data = (uint8 *) (frame + 1);
closeResource(2951);
- g_display->drawSprite(&barSprite);
+ g_graphics->drawSprite(&barSprite);
barSprite.x = barX;
barSprite.y = barY;
textSprite.data = text_spr->ad + sizeof(_frameHeader);
- g_display->drawSprite(&textSprite);
+ g_graphics->drawSprite(&textSprite);
textSprite.x = textX;
textSprite.y = textY;
@@ -1159,7 +1159,7 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
} else
step++;
- g_display->updateDisplay();
+ g_graphics->updateDisplay();
} while ((read % BUFFERSIZE) == 0);
if (read != size) {
@@ -1170,11 +1170,11 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
outFile.close();
memory->freeMemory(text_spr);
- g_display->clearScene();
+ g_graphics->clearScene();
- g_display->fadeDown();
- g_display->waitForFade();
- g_display->fadeUp();
+ g_graphics->fadeDown();
+ g_graphics->waitForFade();
+ g_graphics->fadeUp();
// Git rid of read-only status.
SVM_SetFileAttributes(_resourceFiles[newCluster], FILE_ATTRIBUTE_NORMAL);
@@ -1291,8 +1291,8 @@ void ResourceManager::getCd(int cd) {
frame = (_frameHeader*) text_spr->ad;
- spriteInfo.x = g_display->_screenWide / 2 - frame->width / 2;
- spriteInfo.y = g_display->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
+ spriteInfo.x = g_graphics->_screenWide / 2 - frame->width / 2;
+ spriteInfo.y = g_graphics->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
spriteInfo.w = frame->width;
spriteInfo.h = frame->height;
spriteInfo.scale = 0;
@@ -1330,10 +1330,10 @@ void ResourceManager::getCd(int cd) {
}
}
- g_display->updateDisplay();
+ g_graphics->updateDisplay();
- g_display->clearScene();
- g_display->drawSprite(&spriteInfo); // Keep the message there even when the user task swaps.
+ g_graphics->clearScene();
+ g_graphics->drawSprite(&spriteInfo); // Keep the message there even when the user task swaps.
spriteInfo.y = oldY; // Drivers change the y co-ordinate, don't know why...
spriteInfo.x = oldX;
} while (!done);
diff --git a/sword2/router.cpp b/sword2/router.cpp
index 9be82d80ff..7e84a7e7f0 100644
--- a/sword2/router.cpp
+++ b/sword2/router.cpp
@@ -2530,7 +2530,7 @@ void Router::plotWalkGrid(void) {
// lines
for (i = 0; i < _nbars; i++)
- g_display->drawLine(_bars[i].x1, _bars[i].y1, _bars[i].x2, _bars[i].y2, 254);
+ g_graphics->drawLine(_bars[i].x1, _bars[i].y1, _bars[i].x2, _bars[i].y2, 254);
// nodes
@@ -2540,8 +2540,8 @@ void Router::plotWalkGrid(void) {
}
void Router::plotCross(int16 x, int16 y, uint8 colour) {
- g_display->drawLine(x - 1, y - 1, x + 1, y + 1, colour);
- g_display->drawLine(x + 1, y - 1, x - 1, y + 1, colour);
+ g_graphics->drawLine(x - 1, y - 1, x + 1, y + 1, colour);
+ g_graphics->drawLine(x + 1, y - 1, x - 1, y + 1, colour);
}
void Router::loadWalkGrid(void) {
diff --git a/sword2/speech.cpp b/sword2/speech.cpp
index 6b64558b72..f81c31f4a1 100644
--- a/sword2/speech.cpp
+++ b/sword2/speech.cpp
@@ -172,17 +172,17 @@ int32 Logic::fnChoose(int32 *params) {
if (j < IN_SUBJECT) {
debug(5, " ICON res %d for %d", _subjectList[j].res, j);
icon = res_man->openResource(_subjectList[j].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
- g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
+ g_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
res_man->closeResource(_subjectList[j].res);
} else {
//no icon here
debug(5, " NULL for %d", j);
- g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, NULL);
+ g_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) j, NULL);
}
}
// start menus appearing
- g_display->showMenu(RDMENU_BOTTOM);
+ g_graphics->showMenu(RDMENU_BOTTOM);
// lets have the mouse pointer back
_vm->setMouse(NORMAL_MOUSE_ID);
@@ -195,7 +195,7 @@ int32 Logic::fnChoose(int32 *params) {
// menu is there - we're just waiting for a click
debug(5, "choosing");
- me = MouseEvent();
+ me = g_input->mouseEvent();
// we only care about left clicks
// we ignore mouse releases
@@ -205,9 +205,9 @@ int32 Logic::fnChoose(int32 *params) {
// if so then end the choose, highlight only the
// chosen, blank the mouse and return the ref code * 8
- if (g_display->_mouseY > 399 && g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
+ if (g_input->_mouseY > 399 && g_input->_mouseX >= 24 && g_input->_mouseX < 640 - 24) {
//which are we over?
- hit = (g_display->_mouseX - 24) / 40;
+ hit = (g_input->_mouseX - 24) / 40;
//clicked on something - what button?
if (hit < IN_SUBJECT) {
@@ -220,7 +220,7 @@ int32 Logic::fnChoose(int32 *params) {
// change all others to grey
if (j != hit) {
icon = res_man->openResource( _subjectList[j].res ) + sizeof(_standardHeader);
- g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
+ g_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
res_man->closeResource(_subjectList[j].res);
}
}
@@ -279,9 +279,9 @@ int32 Logic::fnEndConversation(int32 *params) {
// params: none
- g_display->hideMenu(RDMENU_BOTTOM);
+ g_graphics->hideMenu(RDMENU_BOTTOM);
- if (g_display->_mouseY > 399) {
+ if (g_input->_mouseY > 399) {
// will wait for cursor to move off the bottom menu
_vm->_mouseMode = MOUSE_holding;
debug(5, " holding");
@@ -1233,8 +1233,8 @@ int32 Logic::fnISpeak(int32 *params) {
// so that we can go to the options panel while text & speech is
// being tested
- if (SYSTEM_TESTING_TEXT == 0 || g_display->_mouseY > 0) {
- me = MouseEvent();
+ if (SYSTEM_TESTING_TEXT == 0 || g_input->_mouseY > 0) {
+ me = g_input->mouseEvent();
// Note that we now have TWO click-delays - one for LEFT
// button, one for RIGHT BUTTON
@@ -1258,7 +1258,7 @@ int32 Logic::fnISpeak(int32 *params) {
do {
// trash anything thats buffered
- me = MouseEvent();
+ me = g_input->mouseEvent();
} while (me);
speechFinished = 1;
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp
index a63ceb3169..045b27291f 100644
--- a/sword2/sword2.cpp
+++ b/sword2/sword2.cpp
@@ -98,8 +98,9 @@ REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_gameList, Engine_SWORD2_create,
namespace Sword2 {
Sword2Engine *g_sword2 = NULL;
+Input *g_input = NULL;
Sound *g_sound = NULL;
-Display *g_display = NULL;
+Graphics *g_graphics = NULL;
Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
: Engine(syst) {
@@ -130,8 +131,9 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
g_logic = new Logic(this);
fontRenderer = new FontRenderer();
gui = new Gui(this);
+ g_input = _input = new Input();
g_sound = _sound = new Sound(_mixer);
- g_display = _display = new Display(640, 480);
+ g_graphics = _graphics = new Graphics(640, 480);
_debugger = new Debugger(this);
_lastPaletteRes = 0;
@@ -187,8 +189,9 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
Sword2Engine::~Sword2Engine() {
free(_targetName);
delete _debugger;
- delete _display;
+ delete _graphics;
delete _sound;
+ delete _input;
delete gui;
delete fontRenderer;
delete g_logic;
@@ -323,7 +326,7 @@ void Sword2Engine::go() {
startGame();
debug(5, "CALLING: initialiseRenderCycle");
- g_display->initialiseRenderCycle();
+ _graphics->initialiseRenderCycle();
_renderSkip = false; // Toggled on 'S' key, to render only
// 1 in 4 frames, to speed up game
@@ -334,7 +337,7 @@ void Sword2Engine::go() {
if (_debugger->isAttached())
_debugger->onFrame();
- g_display->updateDisplay();
+ _graphics->updateDisplay();
#ifdef _SWORD2_DEBUG
// FIXME: If we want this, we should re-work it to use the backend's
@@ -356,8 +359,8 @@ void Sword2Engine::go() {
}
#endif
- if (KeyWaiting()) {
- ReadKey(&ke);
+ if (g_input->keyWaiting()) {
+ g_input->readKey(&ke);
char c = toupper(ke.ascii);
@@ -476,13 +479,11 @@ void Sword2Engine::startGame(void) {
void Sword2Engine::sleepUntil(int32 time) {
while ((int32) SVM_timeGetTime() < time) {
- parseEvents();
-
// Make sure menu animations and fades don't suffer
- g_display->processMenu();
- g_display->updateDisplay();
+ _graphics->processMenu();
+ _graphics->updateDisplay();
- g_system->delay_msecs(10);
+ _system->delay_msecs(10);
}
}
@@ -496,7 +497,7 @@ void Sword2Engine::pauseGame(void) {
// res_man->closeResource(3258);
// don't allow Pause while screen fading or while black
- if (g_display->getFadeStatus() != RDFADE_NONE)
+ if (_graphics->getFadeStatus() != RDFADE_NONE)
return;
pauseAllSound();
@@ -507,7 +508,7 @@ void Sword2Engine::pauseGame(void) {
// mouse_mode=MOUSE_normal;
// this is the only place allowed to do it this way
- g_display->setLuggageAnim(NULL, 0);
+ _graphics->setLuggageAnim(NULL, 0);
// blank cursor
setMouse(0);
@@ -527,7 +528,7 @@ void Sword2Engine::pauseGame(void) {
// dim the palette during the pause
if (!_stepOneCycle)
- g_display->dimPalette();
+ _graphics->dimPalette();
_gamePaused = true;
}
diff --git a/sword2/sword2.h b/sword2/sword2.h
index 624c69c289..271f2315f3 100644
--- a/sword2/sword2.h
+++ b/sword2/sword2.h
@@ -146,8 +146,9 @@ public:
uint32 _features;
char *_targetName; // target name for saves
+ Input *_input;
Sound *_sound;
- Display *_display;
+ Graphics *_graphics;
Debugger *_debugger;
@@ -373,8 +374,9 @@ public:
};
extern Sword2Engine *g_sword2;
+extern Input *g_input;
extern Sound *g_sound;
-extern Display *g_display;
+extern Graphics *g_graphics;
} // End of namespace Sword2
diff --git a/sword2/walker.cpp b/sword2/walker.cpp
index e141fb30d8..ca3690a7ff 100644
--- a/sword2/walker.cpp
+++ b/sword2/walker.cpp
@@ -131,7 +131,7 @@ int32 Logic::fnWalk(int32 *params) {
// resource
ob_graph->anim_resource = ob_mega->megaset_res;
- } else if (EXIT_FADING && g_display->getFadeStatus() == RDFADE_BLACK) {
+ } else if (EXIT_FADING && g_graphics->getFadeStatus() == RDFADE_BLACK) {
// double clicked an exit so quit the walk when screen is black
// ok, thats it - back to script and change screen