[Scummvm-cvs-logs] CVS: scummvm/sword2 anims.cpp,1.43,1.44 build_display.cpp,1.45,1.46 console.cpp,1.31,1.32 controls.cpp,1.48,1.49 debug.cpp,1.27,1.28 function.cpp,1.39,1.40 icons.cpp,1.24,1.25 layers.cpp,1.20,1.21 logic.cpp,1.30,1.31 maketext.cpp,1.28,1.29 mouse.cpp,1.40,1.41 resman.cpp,1.65,1.66 router.cpp,1.29,1.30 speech.cpp,1.48,1.49 sword2.cpp,1.81,1.82 sword2.h,1.36,1.37 walker.cpp,1.27,1.28
Torbj?rn Andersson
eriktorbjorn at users.sourceforge.net
Mon Nov 10 23:44:06 CET 2003
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Update of /cvsroot/scummvm/scummvm/sword2
In directory sc8-pr-cvs1:/tmp/cvs-serv28759
Modified Files:
anims.cpp build_display.cpp console.cpp controls.cpp debug.cpp
function.cpp icons.cpp layers.cpp logic.cpp maketext.cpp
mouse.cpp resman.cpp router.cpp speech.cpp sword2.cpp sword2.h
walker.cpp
Log Message:
Moved low-level keyboard and mouse handling to a new Input class, and
renamed the Display class Graphics for no better reason than me liking the
phrase "sound and graphics" better than "sound and display".
Index: anims.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/anims.cpp,v
retrieving revision 1.43
retrieving revision 1.44
diff -u -d -r1.43 -r1.44
--- anims.cpp 10 Nov 2003 07:52:15 -0000 1.43
+++ anims.cpp 11 Nov 2003 07:43:02 -0000 1.44
@@ -751,14 +751,14 @@
// 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");
Index: build_display.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/build_display.cpp,v
retrieving revision 1.45
retrieving revision 1.46
diff -u -d -r1.45 -r1.46
--- build_display.cpp 10 Nov 2003 07:52:15 -0000 1.45
+++ build_display.cpp 11 Nov 2003 07:43:02 -0000 1.46
@@ -54,11 +54,11 @@
// 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 @@
// 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 @@
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 @@
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 @@
// 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 @@
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 @@
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 @@
// 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 @@
// 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 @@
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 @@
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::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 @@
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 @@
// }
// #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 @@
// 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 @@
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 @@
// 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::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 @@
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 @@
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 @@
// 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);
Index: console.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/console.cpp,v
retrieving revision 1.31
retrieving revision 1.32
diff -u -d -r1.31 -r1.32
--- console.cpp 8 Nov 2003 18:15:33 -0000 1.31
+++ console.cpp 11 Nov 2003 07:43:02 -0000 1.32
@@ -144,7 +144,7 @@
g_sound->unpauseMusic();
// Restore old mouse cursor
- g_display->drawMouse();
+ g_graphics->drawMouse();
}
@@ -209,7 +209,7 @@
}
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 @@
// 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;
Index: controls.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/controls.cpp,v
retrieving revision 1.48
retrieving revision 1.49
diff -u -d -r1.48 -r1.49
--- controls.cpp 8 Nov 2003 15:47:51 -0000 1.48
+++ controls.cpp 11 Nov 2003 07:43:02 -0000 1.49
@@ -43,7 +43,7 @@
#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 @@
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 @@
~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 @@
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 @@
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 @@
}
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 @@
// 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 @@
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 @@
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 @@
_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 @@
_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 @@
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 @@
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 @@
//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 @@
// 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 @@
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
Index: debug.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/debug.cpp,v
retrieving revision 1.27
retrieving revision 1.28
diff -u -d -r1.27 -r1.28
--- debug.cpp 8 Nov 2003 18:15:33 -0000 1.27
+++ debug.cpp 11 Nov 2003 07:43:02 -0000 1.28
@@ -186,14 +186,14 @@
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 @@
// 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::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) {
Index: function.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/function.cpp,v
retrieving revision 1.39
retrieving revision 1.40
diff -u -d -r1.39 -r1.40
--- function.cpp 10 Nov 2003 07:52:15 -0000 1.39
+++ function.cpp 11 Nov 2003 07:43:02 -0000 1.40
@@ -266,25 +266,25 @@
// 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 @@
// 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 @@
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 @@
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 @@
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);
Index: icons.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/icons.cpp,v
retrieving revision 1.24
retrieving revision 1.25
diff -u -d -r1.24 -r1.25
--- icons.cpp 10 Nov 2003 07:52:15 -0000 1.24
+++ icons.cpp 11 Nov 2003 07:43:02 -0000 1.25
@@ -199,16 +199,16 @@
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 @@
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
Index: layers.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/layers.cpp,v
retrieving revision 1.20
retrieving revision 1.21
diff -u -d -r1.20 -r1.21
--- layers.cpp 8 Nov 2003 15:47:51 -0000 1.20
+++ layers.cpp 11 Nov 2003 07:43:02 -0000 1.21
@@ -69,11 +69,11 @@
#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 @@
// 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 @@
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 @@
// 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 @@
// 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 @@
// 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 @@
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 @@
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
Index: logic.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/logic.cpp,v
retrieving revision 1.30
retrieving revision 1.31
diff -u -d -r1.30 -r1.31
--- logic.cpp 8 Nov 2003 18:15:33 -0000 1.30
+++ logic.cpp 11 Nov 2003 07:43:02 -0000 1.31
@@ -30,7 +30,7 @@
namespace Sword2 {
-Logic *g_logic;
+Logic *g_logic = NULL;
#define LEVEL (_curObjectHub->logic_level)
Index: maketext.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/maketext.cpp,v
retrieving revision 1.28
retrieving revision 1.29
diff -u -d -r1.28 -r1.29
--- maketext.cpp 8 Nov 2003 15:47:51 -0000 1.28
+++ maketext.cpp 11 Nov 2003 07:43:02 -0000 1.29
@@ -525,7 +525,7 @@
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 @@
// 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);
Index: mouse.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/mouse.cpp,v
retrieving revision 1.40
retrieving revision 1.41
diff -u -d -r1.40 -r1.41
--- mouse.cpp 10 Nov 2003 07:52:15 -0000 1.40
+++ mouse.cpp 11 Nov 2003 07:43:02 -0000 1.41
@@ -110,7 +110,7 @@
systemMenuMouse();
break;
case MOUSE_holding:
- if (g_display->_mouseY < 400) {
+ if (_input->_mouseY < 400) {
_mouseMode = MOUSE_normal;
debug(5, " releasing");
}
@@ -135,21 +135,21 @@
};
// 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 @@
// 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 @@
// 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 @@
// 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 @@
// 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 @@
_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 @@
// 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 @@
// 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 @@
// 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 @@
_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 @@
// 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 @@
_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 @@
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 @@
// now do the normal click stuff
- me = MouseEvent();
+ me = g_input->mouseEvent();
if (_debugger->_definingRectangles) {
if (_debugger->_draggingRectangle == 0) {
@@ -530,8 +530,8 @@
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 @@
_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 @@
// 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 @@
// 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 @@
// 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 @@
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 @@
// 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 @@
// 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::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 @@
// 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 @@
}
// 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 @@
// 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 @@
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 @@
// 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::fnRemoveChooser(int32 *params) {
// params: none
- g_display->hideMenu(RDMENU_BOTTOM);
+ g_graphics->hideMenu(RDMENU_BOTTOM);
return IR_CONT;
}
Index: resman.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/resman.cpp,v
retrieving revision 1.65
retrieving revision 1.66
diff -u -d -r1.65 -r1.66
--- resman.cpp 8 Nov 2003 18:15:34 -0000 1.65
+++ resman.cpp 11 Nov 2003 07:43:02 -0000 1.66
@@ -1019,28 +1019,28 @@
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_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_display->renderParallax(_vm->fetchBackgroundLayer(bgfile), 2);
+ 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 @@
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 @@
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 @@
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 @@
} else
step++;
- g_display->updateDisplay();
+ g_graphics->updateDisplay();
} while ((read % BUFFERSIZE) == 0);
if (read != size) {
@@ -1170,11 +1170,11 @@
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 @@
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 @@
}
}
- 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);
Index: router.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/router.cpp,v
retrieving revision 1.29
retrieving revision 1.30
diff -u -d -r1.29 -r1.30
--- router.cpp 8 Nov 2003 15:47:51 -0000 1.29
+++ router.cpp 11 Nov 2003 07:43:02 -0000 1.30
@@ -2530,7 +2530,7 @@
// 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::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) {
Index: speech.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/speech.cpp,v
retrieving revision 1.48
retrieving revision 1.49
diff -u -d -r1.48 -r1.49
--- speech.cpp 10 Nov 2003 07:52:15 -0000 1.48
+++ speech.cpp 11 Nov 2003 07:43:02 -0000 1.49
@@ -172,17 +172,17 @@
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 @@
// 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 @@
// 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 @@
// 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 @@
// 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 @@
// 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 @@
do {
// trash anything thats buffered
- me = MouseEvent();
+ me = g_input->mouseEvent();
} while (me);
speechFinished = 1;
Index: sword2.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/sword2.cpp,v
retrieving revision 1.81
retrieving revision 1.82
diff -u -d -r1.81 -r1.82
--- sword2.cpp 10 Nov 2003 01:04:12 -0000 1.81
+++ sword2.cpp 11 Nov 2003 07:43:02 -0000 1.82
@@ -98,8 +98,9 @@
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 @@
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() {
free(_targetName);
delete _debugger;
- delete _display;
+ delete _graphics;
delete _sound;
+ delete _input;
delete gui;
delete fontRenderer;
delete g_logic;
@@ -323,7 +326,7 @@
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 @@
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 @@
}
#endif
- if (KeyWaiting()) {
- ReadKey(&ke);
+ if (g_input->keyWaiting()) {
+ g_input->readKey(&ke);
char c = toupper(ke.ascii);
@@ -476,13 +479,11 @@
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 @@
// 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 @@
// 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 @@
// dim the palette during the pause
if (!_stepOneCycle)
- g_display->dimPalette();
+ _graphics->dimPalette();
_gamePaused = true;
}
Index: sword2.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/sword2.h,v
retrieving revision 1.36
retrieving revision 1.37
diff -u -d -r1.36 -r1.37
--- sword2.h 10 Nov 2003 01:04:12 -0000 1.36
+++ sword2.h 11 Nov 2003 07:43:02 -0000 1.37
@@ -146,8 +146,9 @@
uint32 _features;
char *_targetName; // target name for saves
+ Input *_input;
Sound *_sound;
- Display *_display;
+ Graphics *_graphics;
Debugger *_debugger;
@@ -373,8 +374,9 @@
};
extern Sword2Engine *g_sword2;
+extern Input *g_input;
extern Sound *g_sound;
-extern Display *g_display;
+extern Graphics *g_graphics;
} // End of namespace Sword2
Index: walker.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/walker.cpp,v
retrieving revision 1.27
retrieving revision 1.28
diff -u -d -r1.27 -r1.28
--- walker.cpp 10 Nov 2003 07:52:15 -0000 1.27
+++ walker.cpp 11 Nov 2003 07:43:02 -0000 1.28
@@ -131,7 +131,7 @@
// 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
- Previous message: [Scummvm-cvs-logs] CVS: scummvm/sword2/driver _mouse.cpp,1.26,1.27 d_draw.cpp,1.43,1.44 d_draw.h,1.14,1.15 d_sound.cpp,1.80,1.81 driver96.h,1.57,1.58 keyboard.cpp,1.12,1.13 menu.cpp,1.20,1.21 palette.cpp,1.23,1.24 rdwin.cpp,1.36,1.37 render.cpp,1.40,1.41 sprite.cpp,1.31,1.32
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