SHERLOCK: Changed engine to use Graphics::ManagedSurface
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b4e3d4abc1
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3da3dda187
44 changed files with 912 additions and 1119 deletions
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@ -23,6 +23,8 @@
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#include "sherlock/animation.h"
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#include "sherlock/sherlock.h"
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#include "sherlock/scalpel/scalpel_screen.h"
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#include "sherlock/scalpel/3do/scalpel_3do_screen.h"
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#include "common/algorithm.h"
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namespace Sherlock {
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@ -89,7 +91,7 @@ bool Animation::play(const Common::String &filename, bool intro, int minDelay, i
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// Draw the sprite. Note that we explicitly use the raw frame below, rather than the ImageFrame,
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// since we don't want the offsets in the image file to be used, just the explicit position we specify
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screen.transBlitFrom(images[imageFrame]._frame, pt);
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screen.SHtransBlitFrom(images[imageFrame]._frame, pt);
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} else {
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// At this point, either the sprites for the frame has been complete, or there weren't any sprites
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// at all to draw for the frame
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@ -201,7 +203,7 @@ bool Animation::play3DO(const Common::String &filename, bool intro, int minDelay
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// Draw the sprite. Note that we explicitly use the raw frame below, rather than the ImageFrame,
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// since we don't want the offsets in the image file to be used, just the explicit position we specify
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screen._backBuffer1.transBlitFrom(images[imageFrame]._frame, pt);
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screen._backBuffer1.SHtransBlitFrom(images[imageFrame]._frame, pt);
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if (!fadeActive)
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screen.slamArea(pt.x, pt.y, images[imageFrame]._frame.w, images[imageFrame]._frame.h);
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} else {
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