[Scummvm-cvs-logs] CVS: residual driver.h,1.13,1.14 driver_gl.cpp,1.56,1.57 driver_gl.h,1.26,1.27 driver_tinygl.cpp,1.27,1.28 driver_tinygl.h,1.14,1.15 engine.cpp,1.84,1.85 engine.h,1.32,1.33 lua.cpp,1.150,1.151
Pawel Kolodziejski
aquadran at users.sourceforge.net
Sat Aug 13 04:34:11 CEST 2005
Update of /cvsroot/scummvm/residual
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv13906
Modified Files:
driver.h driver_gl.cpp driver_gl.h driver_tinygl.cpp
driver_tinygl.h engine.cpp engine.h lua.cpp
Log Message:
get rid custom menu handler, and back original script handling, some changes in main loop(not finished)
still need finish few funcs for menu
Index: driver.h
===================================================================
RCS file: /cvsroot/scummvm/residual/driver.h,v
retrieving revision 1.13
retrieving revision 1.14
diff -u -d -r1.13 -r1.14
--- driver.h 10 Aug 2005 08:33:45 -0000 1.13
+++ driver.h 13 Aug 2005 11:33:12 -0000 1.14
@@ -83,6 +83,8 @@
virtual void drawDepthBitmap(int x, int y, int w, int h, char *data) = 0;
virtual Bitmap *getScreenshot(int w, int h) = 0;
+ virtual void storeDisplay() = 0;
+ virtual void flushStoredDisplay() = 0;
virtual void enableDim(int x, int y, int w, int h) = 0;
virtual void disableDim(int x, int y, int w, int h) = 0;
@@ -102,6 +104,7 @@
int _screenWidth, _screenHeight, _screenBPP;
bool _isFullscreen;
bool _dim;
+ byte *_storedDisplay;
virtual void drawDim() = 0;
};
Index: driver_gl.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/driver_gl.cpp,v
retrieving revision 1.56
retrieving revision 1.57
diff -u -d -r1.56 -r1.57
--- driver_gl.cpp 10 Aug 2005 08:33:45 -0000 1.56
+++ driver_gl.cpp 13 Aug 2005 11:33:12 -0000 1.57
@@ -47,6 +47,7 @@
loadEmergFont();
_smushNumTex = 0;
+ _storedDisplay = NULL;
}
void DriverGL::toggleFullscreenMode() {
Index: driver_gl.h
===================================================================
RCS file: /cvsroot/scummvm/residual/driver_gl.h,v
retrieving revision 1.26
retrieving revision 1.27
diff -u -d -r1.26 -r1.27
--- driver_gl.h 10 Aug 2005 08:33:45 -0000 1.26
+++ driver_gl.h 13 Aug 2005 11:33:12 -0000 1.27
@@ -66,6 +66,8 @@
void drawBitmap();
Bitmap *getScreenshot(int w, int h);
+ void storeDisplay() {}
+ void flushStoredDisplay() {}
void enableDim(int /*x*/, int /*y*/, int /*w*/, int /*h*/) { _dim = true; }
void disableDim(int /*x*/, int /*y*/, int /*w*/, int /*h*/) { _dim = false; }
Index: driver_tinygl.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/driver_tinygl.cpp,v
retrieving revision 1.27
retrieving revision 1.28
diff -u -d -r1.27 -r1.28
--- driver_tinygl.cpp 12 Aug 2005 13:51:09 -0000 1.27
+++ driver_tinygl.cpp 13 Aug 2005 11:33:12 -0000 1.28
@@ -107,6 +107,8 @@
_zb = ZB_open(screenW, screenH, ZB_MODE_5R6G5B, 0, NULL, NULL, _screen->pixels);
tglInit(_zb);
+
+ _storedDisplay = NULL;
}
DriverTinyGL::~DriverTinyGL() {
@@ -286,13 +288,12 @@
}
void DriverTinyGL::createBitmap(Bitmap *bitmap) {
- if (bitmap->_format == 1) {
- } else {
+ if (bitmap->_format != 1) {
for (int pic = 0; pic < bitmap->_numImages; pic++) {
- uint16 *zbufPtr = reinterpret_cast<uint16 *>(bitmap->_data[pic]);
+ uint16 *bufPtr = reinterpret_cast<uint16 *>(bitmap->_data[pic]);
for (int i = 0; i < (bitmap->_width * bitmap->_height); i++) {
uint16 val = READ_LE_UINT16(bitmap->_data[pic] + 2 * i);
- zbufPtr[i] = ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
+ bufPtr[i] = ((uint32) val) * 0x10000 / 100 / (0x10000 - val);
}
}
}
@@ -488,6 +489,17 @@
return screenshot;
}
+void DriverTinyGL::storeDisplay() {
+ _storedDisplay = new byte[640 * 480 * 2];
+ assert(_storedDisplay);
+ memcpy(_storedDisplay, _zb->pbuf, 640 * 480 * 2);
+}
+
+void DriverTinyGL::flushStoredDisplay() {
+ delete []_storedDisplay;
+ _storedDisplay = NULL;
+}
+
void DriverTinyGL::drawDim() {
}
Index: driver_tinygl.h
===================================================================
RCS file: /cvsroot/scummvm/residual/driver_tinygl.h,v
retrieving revision 1.14
retrieving revision 1.15
diff -u -d -r1.14 -r1.15
--- driver_tinygl.h 10 Aug 2005 14:45:23 -0000 1.14
+++ driver_tinygl.h 13 Aug 2005 11:33:12 -0000 1.15
@@ -68,6 +68,8 @@
void drawBitmap();
Bitmap *getScreenshot(int w, int h);
+ void storeDisplay();
+ void flushStoredDisplay();
void enableDim(int /*x*/, int /*y*/, int /*w*/, int /*h*/) { _dim = true; }
void disableDim(int /*x*/, int /*y*/, int /*w*/, int /*h*/) { _dim = false; }
Index: engine.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/engine.cpp,v
retrieving revision 1.84
retrieving revision 1.85
diff -u -d -r1.84 -r1.85
--- engine.cpp 13 Aug 2005 06:49:40 -0000 1.84
+++ engine.cpp 13 Aug 2005 11:33:12 -0000 1.85
@@ -96,23 +96,6 @@
// If we're not supposed to handle the key then don't
if (!_controlsEnabled[key])
return;
-
- lua_beginblock();
- lua_Object menu = getEventHandler("menuHandler");
- if (menu != LUA_NOOBJECT && !lua_isnil(menu)) {
- lua_Object system_table = lua_getglobal("system");
- lua_pushobject(system_table);
- lua_pushstring(const_cast<char *>("userPaintHandler"));
- lua_pushobject(lua_gettable());
- lua_pushnumber(key);
- if (operation == SDL_KEYDOWN)
- lua_pushnil();
- else
- lua_pushnumber(1);
- lua_pushnil();
- lua_callfunction(menu);
- }
- lua_endblock();
lua_beginblock();
lua_Object handler = getEventHandler("buttonHandler");
@@ -128,6 +111,82 @@
lua_endblock();
}
+void Engine::updateScreen() {
+ g_driver->clearScreen();
+
+ // Update actor costumes & sets
+ for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
+ Actor *a = *i;
+
+ // Update the actor's costumes & chores
+ g_currentUpdatedActor = *i;
+ // Note that the actor need not be visible to update chores, for example:
+ // when Manny has just brought Meche back he is offscreen several times
+ // when he needs to perform certain chores
+ if (_currScene != NULL && a->inSet(_currScene->name()))
+ a->update();
+ }
+ g_currentUpdatedActor = NULL;
+
+ if (_currScene != NULL) {
+ _currScene->drawBackground();
+ }
+
+ // Draw underlying scene components
+ if (_currScene != NULL) {
+ // Background objects are drawn underneath everything except the background
+ // There are a bunch of these, especially in the tube-switcher room
+ _currScene->drawBitmaps(ObjectState::OBJSTATE_BACKGROUND);
+ // Underlay objects are just above the background
+ _currScene->drawBitmaps(ObjectState::OBJSTATE_UNDERLAY);
+ // State objects are drawn on top of other things, such as the flag
+ // on Manny's message tube
+ _currScene->drawBitmaps(ObjectState::OBJSTATE_STATE);
+ }
+
+ // Play SMUSH Animations
+ // This should occur on top of all underlying scene objects,
+ // a good example is the tube switcher room where some state objects
+ // need to render underneath the animation or you can't see what's going on
+ // This should not occur on top of everything though or Manny gets covered
+ // up when he's next to Glottis's service room
+ if (g_smush->isPlaying()) {
+ _movieTime = g_smush->getMovieTime();
+ if (g_smush->isUpdateNeeded()) {
+ g_driver->prepareSmushFrame(g_smush->getWidth(), g_smush->getHeight(), g_smush->getDstPtr());
+ g_smush->clearUpdateNeeded();
+ }
+ if (g_smush->getFrame() > 0)
+ g_driver->drawSmushFrame(g_smush->getX(), g_smush->getY());
+ }
+
+ if (_currScene != NULL) {
+ _currScene->setupCamera();
+ }
+
+ g_driver->set3DMode();
+
+ if (_currScene != NULL) {
+ _currScene->setupLights();
+ }
+
+ // Draw actors
+ for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
+ Actor *a = *i;
+ if (_currScene != NULL && a->inSet(_currScene->name()) && a->visible())
+ a->draw();
+ if (_currScene != NULL)
+ a->undraw(a->inSet(_currScene->name()) && a->visible());
+ }
+
+ // Draw overlying scene components
+ if (_currScene != NULL) {
+ // The overlay objects should be drawn on top of everything else,
+ // including 3D objects such as Manny and the message tube
+ _currScene->drawBitmaps(ObjectState::OBJSTATE_OVERLAY);
+ }
+}
+
void Engine::mainLoop() {
_movieTime = 0;
_frameTime = 0;
@@ -200,19 +259,11 @@
g_driver->toggleFullscreenMode();
}
if (event.key.keysym.sym == SDLK_q) {
- lua_Object menu = getEventHandler("menuHandler");
-
- // Can't handle the exit menu on top of the normal one
- // at this time, so exit flat-out if we're in a menu
- if (lua_isnil(menu)) {
- printf("NOTICE: The left/right arrow keys do not update the quit screen at this time, use Y/N keys instead!\n");
- lua_beginblock();
- lua_Object handler = getEventHandler("exitHandler");
- if (handler != LUA_NOOBJECT)
- lua_callfunction(handler);
- lua_endblock();
- } else
- return;
+ lua_beginblock();
+ lua_Object handler = getEventHandler("exitHandler");
+ if (handler != LUA_NOOBJECT)
+ lua_callfunction(handler);
+ lua_endblock();
}
}
}
@@ -224,13 +275,6 @@
savegameSave();
}
- // It appears that the lua tasks should run before rendering,
- // if you watch the game loading screen you'll see that it
- // turns out better to run this beforehand
- if (!_menuMode)
- // Run asynchronous tasks
- lua_runtasks();
-
bool doFlip = true;
if (_mode == ENGINE_MODE_SMUSH) {
@@ -243,7 +287,6 @@
int frame = g_smush->getFrame();
if (frame > 0) {
if (frame != prevSmushFrame) {
- prevSmushFrame = g_smush->getFrame();
g_driver->drawSmushFrame(g_smush->getX(), g_smush->getY());
if (SHOWFPS_GLOBAL)
g_driver->drawEmergString(550, 25, fps, Color(255, 255, 255));
@@ -253,83 +296,13 @@
}
} else if (_mode == ENGINE_MODE_NORMAL) {
prevSmushFrame = 0;
- g_driver->clearScreen();
-
- // Update actor costumes & sets
- for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
- Actor *a = *i;
-
- // Update the actor's costumes & chores
- g_currentUpdatedActor = *i;
- // Note that the actor need not be visible to update chores, for example:
- // when Manny has just brought Meche back he is offscreen several times
- // when he needs to perform certain chores
- if (_currScene != NULL && a->inSet(_currScene->name()))
- a->update();
- }
- g_currentUpdatedActor = NULL;
-
- if (_currScene != NULL) {
- _currScene->drawBackground();
- }
-
- // Draw underlying scene components
- if (_currScene != NULL) {
- // Background objects are drawn underneath everything except the background
- // There are a bunch of these, especially in the tube-switcher room
- _currScene->drawBitmaps(ObjectState::OBJSTATE_BACKGROUND);
- // Underlay objects are just above the background
- _currScene->drawBitmaps(ObjectState::OBJSTATE_UNDERLAY);
- // State objects are drawn on top of other things, such as the flag
- // on Manny's message tube
- _currScene->drawBitmaps(ObjectState::OBJSTATE_STATE);
- }
-
- // Play SMUSH Animations
- // This should occur on top of all underlying scene objects,
- // a good example is the tube switcher room where some state objects
- // need to render underneath the animation or you can't see what's going on
- // This should not occur on top of everything though or Manny gets covered
- // up when he's next to Glottis's service room
- if (g_smush->isPlaying()) {
- _movieTime = g_smush->getMovieTime();
- if (g_smush->isUpdateNeeded()) {
- g_driver->prepareSmushFrame(g_smush->getWidth(), g_smush->getHeight(), g_smush->getDstPtr());
- g_smush->clearUpdateNeeded();
- }
- if (g_smush->getFrame() > 0)
- g_driver->drawSmushFrame(g_smush->getX(), g_smush->getY());
- }
-
- if (SHOWFPS_GLOBAL)
- g_driver->drawEmergString(550, 25, fps, Color(255, 255, 255));
-
- if (_currScene != NULL) {
- _currScene->setupCamera();
- }
-
- g_driver->set3DMode();
-
- if (_currScene != NULL) {
- _currScene->setupLights();
- }
-
- // Draw actors
- for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
- Actor *a = *i;
- if (_currScene != NULL && a->inSet(_currScene->name()) && a->visible())
- a->draw();
- if (_currScene != NULL)
- a->undraw(a->inSet(_currScene->name()) && a->visible());
- }
-
- // Draw overlying scene components
- if (_currScene != NULL) {
- // The overlay objects should be drawn on top of everything else,
- // including 3D objects such as Manny and the message tube
- _currScene->drawBitmaps(ObjectState::OBJSTATE_OVERLAY);
- }
-
+ updateScreen();
+ } else if (_mode == ENGINE_MODE_DRAW) {
+ lua_beginblock();
+ lua_Object drawHandler = getEventHandler("userPaintHandler");
+ if (drawHandler != LUA_NOOBJECT)
+ lua_callfunction(drawHandler);
+ lua_endblock();
}
// Draw Primitives
@@ -347,8 +320,11 @@
g_imuse->flushTracks();
g_imuse->refreshScripts();
+ if (SHOWFPS_GLOBAL)
+ g_driver->drawEmergString(550, 25, fps, Color(255, 255, 255));
+
if (doFlip)
- g_driver->flipBuffer();
+ g_driver->flipBuffer();
// don't kill CPU
SDL_Delay(1);
@@ -372,6 +348,9 @@
setMovieTime(_movieTime);
lua_endblock();
+ // Run asynchronous tasks
+ lua_runtasks();
+
if (SHOWFPS_GLOBAL && doFlip) {
frameCounter++;
timeAccum += _frameTime;
Index: engine.h
===================================================================
RCS file: /cvsroot/scummvm/residual/engine.h,v
retrieving revision 1.32
retrieving revision 1.33
diff -u -d -r1.32 -r1.33
--- engine.h 10 Aug 2005 05:30:58 -0000 1.32
+++ engine.h 13 Aug 2005 11:33:12 -0000 1.33
@@ -98,6 +98,8 @@
void setSpeechMode(int mode) { _speechMode = mode; }
int getSpeechMode() { return _speechMode; }
+ void updateScreen();
+
void mainLoop();
unsigned frameStart() const { return _frameStart; }
unsigned frameTime() const { return _frameTime; }
Index: lua.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/lua.cpp,v
retrieving revision 1.150
retrieving revision 1.151
diff -u -d -r1.150 -r1.151
--- lua.cpp 12 Aug 2005 13:51:10 -0000 1.150
+++ lua.cpp 13 Aug 2005 11:33:12 -0000 1.151
@@ -2314,204 +2314,6 @@
error("Unable to push exit event!");
}
-/* This function acts as a wrapper around the actual
- * cancel operation, which fails if the second parameter
- * passed to it is not 'nil'
- */
-static void cancelHandler() {
- lua_Object menuTable, cancelFunction;
-
- stubWarning("cancelHandler");
- menuTable = lua_getparam(1);
- cancelFunction = getTableValue(menuTable, "cancel_orig");
- lua_pushobject(menuTable);
- lua_pushnil();
- lua_callfunction(cancelFunction);
-}
-
-/* This function provides all of the menu
- * handling that has been observed
- */
-static void menuHandler() {
- lua_Object menuTable, keycode, pushcode, itemTable/*, item*/;
- int menuItem = 1, menuItems = 1, sliderValue = 0;
- int key, operation;
-
- DEBUG_FUNCTION();
- menuTable = lua_getparam(1);
- keycode = lua_getparam(2);
- pushcode = lua_getparam(3);
-
- if (!lua_isnumber(keycode) || !lua_istable(menuTable))
- return;
- if (lua_isnil(pushcode))
- operation = 0;
- else
- return;
-
- // get the keycode
- key = atoi(lua_getstring(keycode));
-
- // handle hotkeys
- if (key >= SDLK_a && key <= SDLK_z) {
- char keychar[2];
-
- lua_Object handler = getTableFunction(menuTable, "characterHandler");
- lua_beginblock();
- lua_pushobject(menuTable);
- keychar[0] = key;
- keychar[1] = '\0';
- lua_pushstring(keychar);
- lua_pushnil();
- lua_callfunction(handler);
- lua_endblock();
- key = 0;
- return; // stop processing (we don't need to handle normal keystrokes)
- }
-
- // Handle the correct type of menu
- if (!lua_isnil(getTableValue(menuTable, "menu"))) {
- // Get the item list for most menus
- itemTable = getTableValue(menuTable, "menu");
- } else if (!lua_isnil(getTableValue(menuTable, "active_menu"))) {
- // 3D Acceleration Menu
- itemTable = getTableValue(menuTable, "active_menu");
- } else if (!lua_isnil(getTableValue(menuTable, "num_choices"))) {
- // Exit Menu
- lua_Object currentChoice = getTableValue(menuTable, "current_choice");
- int num_choices = atoi(lua_getstring(getTableValue(menuTable, "num_choices")));
- int current_choice;
-
- if (lua_isnil(currentChoice))
- return; // if the current choice is 'nil' then there are no choices
- current_choice = atoi(lua_getstring(currentChoice));
-
- if (key == SDLK_RIGHT)
- current_choice++;
- else if (key == SDLK_LEFT)
- current_choice--;
-
- if (current_choice < 0)
- current_choice = 0;
- else if (current_choice >= num_choices)
- current_choice = num_choices-1;
-
- setTableValue(menuTable, "current_choice", current_choice);
- // TODO: Need to figure out how to update the screen under this
- // type of menu operation!
- return;
- } else if (lua_isfunction(getTableValue(menuTable, "next_page"))
- || lua_isfunction(getTableValue(menuTable, "prev_page"))) {
- // Control Help menu
- lua_Object nextPage = getTableValue(menuTable, "next_page");
- lua_Object prevPage = getTableValue(menuTable, "prev_page");
-
- if (lua_isfunction(nextPage) && key == SDLK_RIGHT) {
- lua_beginblock();
- lua_pushobject(menuTable);
- lua_callfunction(nextPage);
- lua_endblock();
- } else if (lua_isfunction(prevPage) && key == SDLK_LEFT) {
- lua_beginblock();
- lua_pushobject(menuTable);
- lua_callfunction(prevPage);
- lua_endblock();
- }
- return;
- } else {
- warning("Unhandled type of menu!");
- return;
- }
-
- if (lua_isnil(getTableValue(menuTable, "cancel_orig"))) {
- lua_Object cancelFunction = getTableValue(menuTable, "cancel");
- // Install Alternative Cancel Handler
- lua_pushobject(menuTable);
- lua_pushstring(const_cast<char *>("cancel"));
- lua_pushcfunction(cancelHandler);
- lua_settable();
- // Store the old Cancel Handler
- lua_pushobject(menuTable);
- lua_pushstring(const_cast<char *>("cancel_orig"));
- lua_pushobject(cancelFunction);
- lua_settable();
- }
-
- // get the current item
- menuItem = atoi(lua_getstring(getTableValue(itemTable, "cur_item")));
- menuItems = atoi(lua_getstring(getTableValue(itemTable, "num_items")));
-
- // hack the "&Return to Game" command so it actually works
- if (key == SDLK_RETURN && strmatch(itemText(itemTable, menuItem), "/sytx247/"))
- key = SDLK_ESCAPE;
-
- /* if we're running the menu then we need to manually handle
- * a lot of the operations necessary to use the menu
- */
- bool menuChanged = false;
- switch (key) {
- case SDLK_ESCAPE:
- {
- // only use ESC to exit the main menu
- if (lua_isnil(getTableFunction(menuTable, "return_to_game")))
- return;
-
- lua_Object close = getTableFunction(menuTable, "cancel");
-
- lua_beginblock();
- lua_pushobject(menuTable);
- lua_pushnil();
- lua_callfunction(close);
- lua_endblock();
- break;
- }
- case SDLK_DOWN:
- do {
- menuItem++;
- if (menuItem > menuItems) {
- menuItem = 1;
- break;
- }
- } while (itemDisabled(itemTable, menuItem));
- menuChanged = true;
- break;
- case SDLK_UP:
- do {
- menuItem--;
- if (menuItem < 1) {
- menuItem = menuItems;
- break;
- }
- } while (itemDisabled(itemTable, menuItem));
- menuChanged = true;
- break;
- case SDLK_LEFT:
- sliderValue = -1;
- break;
- case SDLK_RIGHT:
- sliderValue = 1;
- break;
- case SDLK_RETURN:
- // Allow the return key to act as a "slide right" operation,
- // this actually isn't supposed to do anything for normal
- // sliders but handling more is better than less.
- sliderValue = 1;
- break;
- }
- if (menuChanged)
- setTableValue(itemTable, "cur_item", menuItem);
- if (sliderValue != 0) {
- lua_Object change = getTableFunction(menuTable, "change_value");
- lua_beginblock();
- lua_pushobject(menuTable);
- lua_pushnil();
- lua_pushnumber(sliderValue);
- lua_pushnil();
- lua_callfunction(change);
- lua_endblock();
- }
-}
-
/* Check for an existing object by a certain name
* this function is used by several functions that look
* for text objects to see if they need to be created/modified/destroyed.
@@ -3144,10 +2946,9 @@
}
static void RenderModeUser() {
- // it enable/disable updating display
lua_Object param1;
bool mode;
-
+
DEBUG_FUNCTION();
param1 = lua_getparam(1);
if (lua_isnumber(param1)) {
@@ -3157,51 +2958,31 @@
} else {
error("RenderModeUser() Unknown type of param");
}
- g_engine->setMenuMode(mode);
- if (debugLevel == DEBUG_NORMAL || debugLevel == DEBUG_ALL)
- {
- if (mode)
- printf("RenderModeUser() Enable\n");
- else
- printf("RenderModeUser() Disable\n");
+ if (debugLevel == DEBUG_NORMAL || debugLevel == DEBUG_ALL) {
+ if (mode) {
+ g_engine->setMode(ENGINE_MODE_DRAW);
+ } else {
+ g_engine->setMode(ENGINE_MODE_NORMAL);
+ }
}
}
-/* For now this should just destroy any text
- * objects that have been created and unlink
- * the menu (this may be more appropriate under
- * RenderModeUser, determine later)
- */
static void SetGamma() {
- lua_Object system_table = lua_getglobal("system");
-
- // TODO: Make this un-dim the screen
+ DEBUG_FUNCTION();
+
stubWarning("SetGamma");
-
- CleanBuffer();
- // Un-Install Menu Key Handler
- lua_pushobject(system_table);
- lua_pushstring(const_cast<char *>("menuHandler"));
- lua_pushnil();
- lua_settable();
}
static void Display() {
- lua_Object system_table;
-
DEBUG_FUNCTION();
- system_table = lua_getglobal("system");
- // Install Menu Key Handler
- lua_pushobject(system_table);
- lua_pushstring(const_cast<char *>("menuHandler"));
- lua_pushcfunction(menuHandler);
- lua_settable();
+
+ g_engine->updateScreen();
}
static void EngineDisplay() {
lua_Object param1;
bool mode;
-
+
// it enable/disable updating display
DEBUG_FUNCTION();
param1 = lua_getparam(1);
@@ -3213,10 +2994,11 @@
error("EngineDisplay() Unknown type of param");
}
if (debugLevel == DEBUG_NORMAL || debugLevel == DEBUG_ALL) {
- if (mode)
+ if (mode) {
printf("EngineDisplay() Enable\n");
- else
+ } else {
printf("EngineDisplay() Disable\n");
+ }
}
}
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