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Diffstat (limited to 'sword2/build_display.cpp')
-rw-r--r--sword2/build_display.cpp92
1 files changed, 46 insertions, 46 deletions
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);