Dumped most of the remaining "driver" code into a new "Display" class. This

touches a lot of the code, of course, and adds yet another global variable
(temporarily, I hope), but everything still seems to work.

Knock on wood.

svn-id: r10806
This commit is contained in:
Torbjörn Andersson 2003-10-15 06:40:31 +00:00
parent f74a0c18aa
commit 8b42d65a7e
31 changed files with 949 additions and 1142 deletions

View file

@ -164,7 +164,7 @@ void Init_console(void) {
con_width = screenWide; //max across
// Force a palatte for the console.
BS2_SetPalette(CON_PEN, 1, white, RDPAL_INSTANT);
g_display->setPalette(CON_PEN, 1, white, RDPAL_INSTANT);
console_sprite = memory.alloc(con_width * (CON_lines * con_chr_height), MEM_float, UID_con_sprite);
@ -213,7 +213,7 @@ uint32 Tconsole(uint32 mode) {
StartConsole();
while (1) {
ServiceWindows();
g_display->updateDisplay();
if (breakOut)
break;
@ -460,7 +460,7 @@ uint32 Parse_user_input(void) {
case 18: // S (same as START)
Con_start(&input[1][0]);
// force the palette
BS2_SetPalette(187, 1, pal, RDPAL_INSTANT);
g_display->setPalette(187, 1, pal, RDPAL_INSTANT);
return 0;
case 9: // INFO
displayDebugText = 1 - displayDebugText;
@ -729,7 +729,7 @@ void Con_help(void) {
Build_display();
do {
ServiceWindows();
g_display->updateDisplay();
} while (!KeyWaiting());
ReadKey(&c);
@ -803,8 +803,8 @@ void Con_fatal_error(const char *format, ...) {
char buf[150];
uint8 white[4] = { 255, 255, 255, 0 };
// set text colour in case screen is faded down! (James 05mar97)
BS2_SetPalette(CON_PEN, 1, white, RDPAL_INSTANT);
// set text colour in case screen is faded down!
g_display->setPalette(CON_PEN, 1, white, RDPAL_INSTANT);
va_start(arg_ptr,format);
_vsnprintf(buf, 150, format, arg_ptr);
@ -912,7 +912,7 @@ void Con_list_savegames(void) {
Build_display();
do {
ServiceWindows();
g_display->updateDisplay();
} while (!KeyWaiting());
ReadKey(&c);