o Unstubbed sfPreDialog -- we have enough code for that

o Started to restore inventory functionality

svn-id: r17666
This commit is contained in:
Eugene Sandulenko 2005-04-18 10:26:43 +00:00
parent 0ca8095e95
commit 769b2fed46
6 changed files with 25 additions and 26 deletions

View file

@ -533,7 +533,6 @@ void Interface::removeFromInventory(int sprite) {
void Interface::drawInventory() {
if (_panelMode != kPanelMain)
return;
/*
SURFACE *back_buf = _vm->_gfx->getBackBuffer();
// TODO: Inventory scrolling
@ -548,14 +547,14 @@ void Interface::drawInventory() {
Point drawPoint;
for (int i = 0; i < _inventoryCount; i++) {
if (_inventory[i] >= ARRAYSIZE(ObjectTable)) {
if (!_vm->_actor->validObjId(_vm->_actor->objIndexToId(_inventory[i]))) {
continue;
}
drawPoint.x = x + col * width;
drawPoint.y = y + row * height;
_vm->_sprite->draw(back_buf, _vm->_sprite->_mainSprites,
ObjectTable[_inventory[i]].spritelistRn,
_vm->_actor->getObj(_vm->_actor->objIndexToId(_inventory[i]))->spritelistRn,
drawPoint, 256);
if (++col >= _vm->getDisplayInfo().inventoryColumns) {
@ -564,7 +563,7 @@ void Interface::drawInventory() {
}
col = 0;
}
}*/
}
}
int Interface::inventoryTest(const Point& imousePt, int *ibutton) {