[Scummvm-cvs-logs] SF.net SVN: scummvm:[45609] scummvm/trunk/engines/draci
spalek at users.sourceforge.net
spalek at users.sourceforge.net
Mon Nov 2 06:37:17 CET 2009
Revision: 45609
http://scummvm.svn.sourceforge.net/scummvm/?rev=45609&view=rev
Author: spalek
Date: 2009-11-02 05:37:17 +0000 (Mon, 02 Nov 2009)
Log Message:
-----------
Little clean-up after the refactoring.
Modified Paths:
--------------
scummvm/trunk/engines/draci/game.cpp
scummvm/trunk/engines/draci/game.h
Modified: scummvm/trunk/engines/draci/game.cpp
===================================================================
--- scummvm/trunk/engines/draci/game.cpp 2009-11-02 05:31:03 UTC (rev 45608)
+++ scummvm/trunk/engines/draci/game.cpp 2009-11-02 05:37:17 UTC (rev 45609)
@@ -228,17 +228,13 @@
_pushedNewRoom = _pushedNewGate = -1;
}
-void Game::handleOrdinaryLoop() {
+void Game::handleOrdinaryLoop(int x, int y) {
// During the normal game-play, in particular not when
// running the init-scripts, enable interactivity.
if (_loopSubstatus != kOuterLoop) {
return;
}
- // Fetch mouse coordinates
- int x = _vm->_mouse->getPosX();
- int y = _vm->_mouse->getPosY();
-
// Fetch the dedicated objects' title animation / current frame
Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
Text *title = reinterpret_cast<Text *>(titleAnim->getCurrentFrame());
@@ -502,7 +498,7 @@
case kStatusOrdinary:
updateOrdinaryCursor();
updateTitle(x, y);
- handleOrdinaryLoop();
+ handleOrdinaryLoop(x, y);
break;
case kStatusInventory:
updateInventoryCursor();
Modified: scummvm/trunk/engines/draci/game.h
===================================================================
--- scummvm/trunk/engines/draci/game.h 2009-11-02 05:31:03 UTC (rev 45608)
+++ scummvm/trunk/engines/draci/game.h 2009-11-02 05:37:17 UTC (rev 45609)
@@ -280,9 +280,6 @@
void setSpeechTiming(uint tick, uint duration);
void shiftSpeechAndFadeTick(int delta);
- void updateTitle(int x, int y);
- void updateCursor();
-
void inventoryInit();
void inventoryDraw();
void inventoryDone();
@@ -322,9 +319,11 @@
private:
void updateOrdinaryCursor();
void updateInventoryCursor();
- void handleOrdinaryLoop();
+ void handleOrdinaryLoop(int x, int y);
void handleInventoryLoop();
void handleDialogueLoop();
+ void updateTitle(int x, int y);
+ void updateCursor();
void advanceAnimationsAndTestLoopExit();
bool enterNewRoom(); // Returns false if another room change has been triggered and therefore loop() shouldn't be called yet.
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