[Scummvm-cvs-logs] CVS: scummvm/bs2 sword2.cpp,1.17,1.18 sword2.h,1.10,1.11

Torbj?rn Andersson eriktorbjorn at users.sourceforge.net
Sun Aug 24 23:16:17 CEST 2003


Update of /cvsroot/scummvm/scummvm/bs2
In directory sc8-pr-cvs1:/tmp/cvs-serv10673

Modified Files:
	sword2.cpp sword2.h 
Log Message:
FadeServer() is now called from ServiceWindows(), thus eliminating the need
for the making it a timer handler. This should eliminate the occasional
glitches I've been seeing with fades not being completed.

I'm also hoping that it will fix the problem where the game would sometimes
hang when moving between rooms. I know that at least once when I had that
happen to me the game was busy-waiting for the palette to fade.

At the very least, it's one place less to worry about thread-safety in.


Index: sword2.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/sword2.cpp,v
retrieving revision 1.17
retrieving revision 1.18
diff -u -d -r1.17 -r1.18
--- sword2.cpp	24 Aug 2003 06:57:32 -0000	1.17
+++ sword2.cpp	25 Aug 2003 06:13:28 -0000	1.18
@@ -274,11 +274,6 @@
 		return;
 	}
 
-	_paletteMutex = _system->create_mutex();
-	_timer->installProcedure(&FadeServer, 40000 / 25);
-
-
-	
 	Zdebug("CALLING: InitialiseDisplay");
 	_system->init_size(640, 480);
 	rv = InitialiseDisplay(640, 480, 8, RD_FULLSCREEN);

Index: sword2.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/sword2.h,v
retrieving revision 1.10
retrieving revision 1.11
diff -u -d -r1.10 -r1.11
--- sword2.h	24 Aug 2003 11:39:32 -0000	1.10
+++ sword2.h	25 Aug 2003 06:13:28 -0000	1.11
@@ -62,7 +62,6 @@
 		byte _gameId;
 		char *_game_name; // target name for saves
 		Sword2Sound *_sound;
-		OSystem::MutexRef _paletteMutex; // put in a gfx class?
 	private:
 		bool _quit;
 		uint32 _bootParam;





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