[Scummvm-cvs-logs] SF.net SVN: scummvm: [28837] scummvm/trunk/engines/agi

thebluegr at users.sourceforge.net thebluegr at users.sourceforge.net
Mon Sep 3 01:25:39 CEST 2007


Revision: 28837
          http://scummvm.svn.sourceforge.net/scummvm/?rev=28837&view=rev
Author:   thebluegr
Date:     2007-09-02 16:25:39 -0700 (Sun, 02 Sep 2007)

Log Message:
-----------
Implemented clearScreen() for preagi games

Modified Paths:
--------------
    scummvm/trunk/engines/agi/agi.h
    scummvm/trunk/engines/agi/preagi_common.cpp
    scummvm/trunk/engines/agi/preagi_mickey.cpp

Modified: scummvm/trunk/engines/agi/agi.h
===================================================================
--- scummvm/trunk/engines/agi/agi.h	2007-09-02 22:59:56 UTC (rev 28836)
+++ scummvm/trunk/engines/agi/agi.h	2007-09-02 23:25:39 UTC (rev 28837)
@@ -995,6 +995,9 @@
 		int16 p4, int16 p5, int16 p6, int16 p7) {}
 	void releaseImageStack() {}
 
+	// Screen
+	void clearScreen(int attr);
+
 	// Keyboard
 	void waitAnyKeyAnim();
 	int getSelection(int type);

Modified: scummvm/trunk/engines/agi/preagi_common.cpp
===================================================================
--- scummvm/trunk/engines/agi/preagi_common.cpp	2007-09-02 22:59:56 UTC (rev 28836)
+++ scummvm/trunk/engines/agi/preagi_common.cpp	2007-09-02 23:25:39 UTC (rev 28837)
@@ -42,6 +42,11 @@
 
 namespace Agi {
 
+// Screen functions
+void PreAgiEngine::clearScreen(int attr) { 
+	_gfx->clearScreen((attr & 0xF0) / 0x10); 
+}
+
 // String functions
 
 void PreAgiEngine::drawStr(int row, int col, int attr, const char *buffer) {

Modified: scummvm/trunk/engines/agi/preagi_mickey.cpp
===================================================================
--- scummvm/trunk/engines/agi/preagi_mickey.cpp	2007-09-02 22:59:56 UTC (rev 28836)
+++ scummvm/trunk/engines/agi/preagi_mickey.cpp	2007-09-02 23:25:39 UTC (rev 28837)
@@ -571,7 +571,7 @@
 void Mickey::debug() {
 	char szLine[41] = {0};
 
-	//ClearScreen(IDA_DEFAULT);	// TODO
+	_vm->clearScreen(IDA_DEFAULT);
 
 	sprintf(szLine, IDS_MSA_DEBUG_ROOM, game.iRoom);
 	_vm->drawStr(5, 10, IDA_DEFAULT, szLine);
@@ -924,7 +924,7 @@
 	
 	readExe(IDO_MSA_GAME_STORY, (uint8 *)buffer, sizeof(buffer));
 	
-	//ClearScreen(IDA_DEFAULT);	// TODO
+	_vm->clearScreen(IDA_DEFAULT);
 	for (iRow = 0; iRow < 25; iRow++) {
 		strcpy(szLine, buffer + pBuf);
 		_vm->drawStr(iRow, 0, IDA_DEFAULT, szLine);
@@ -934,7 +934,7 @@
 	_vm->_system->updateScreen();	// TODO: this should go in the game's main loop
 	_vm->waitAnyKey();
 
-	//ClearScreen(IDA_DEFAULT); // TODO
+	_vm->clearScreen(IDA_DEFAULT);
 	for (iRow = 0; iRow < 21; iRow++) {
 		strcpy(szLine, buffer + pBuf);
 		_vm->drawStr(iRow, 0, IDA_DEFAULT, szLine);	// TODO
@@ -1105,7 +1105,7 @@
 
 	sprintf(szCrystals, IDS_MSA_CRYSTALS, IDS_MSA_CRYSTAL_NO[game.nXtals]);
 
-	// ClearScreen(IDA_DEFAULT);
+	_vm->clearScreen(IDA_DEFAULT);
 	_vm->drawStr(IDI_MSA_ROW_INV_TITLE, IDI_MSA_COL_INV_TITLE, IDA_DEFAULT, IDS_MSA_INVENTORY);
 	_vm->drawStr(IDI_MSA_ROW_INV_CRYSTALS, IDI_MSA_COL_INV_ITEMS, IDA_DEFAULT, szCrystals);
 
@@ -1119,7 +1119,7 @@
 	_vm->_system->updateScreen();	// TODO: this should go in the game's main loop
 	_vm->waitAnyKey();
 
-	//ClearScreen(IDA_DEFAULT);		// TODO
+	_vm->clearScreen(IDA_DEFAULT);
 }
 
 void Mickey::randomize() {


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