All the screen drawing functions draw to the back buffer, so there is no point in passing it everywhere
svn-id: r35260
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parent
f3a60a8c96
commit
9c04b0c229
15 changed files with 212 additions and 209 deletions
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@ -155,7 +155,7 @@ void Render::drawScene() {
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}
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// Draw queued text strings
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_vm->_scene->drawTextList(backBufferSurface);
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_vm->_scene->drawTextList();
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// Handle user input
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_vm->processInput();
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@ -178,7 +178,7 @@ void Render::drawScene() {
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textPoint.x = (backBufferSurface->w - _vm->_font->getStringWidth(kKnownFontPause, pauseString, 0, kFontOutline)) / 2;
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textPoint.y = 90;
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_vm->_font->textDraw(kKnownFontPause, backBufferSurface, pauseString, textPoint,
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_vm->_font->textDraw(kKnownFontPause, pauseString, textPoint,
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_vm->KnownColor2ColorId(kKnownColorBrightWhite), _vm->KnownColor2ColorId(kKnownColorBlack), kFontOutline);
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}
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@ -189,7 +189,7 @@ void Render::drawScene() {
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// Display text formatting test, if applicable
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if (_flags & RF_TEXT_TEST) {
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Rect rect(mousePoint.x, mousePoint.y, mousePoint.x + 100, mousePoint.y + 50);
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_vm->_font->textDrawRect(kKnownFontMedium, backBufferSurface, test_txt, rect,
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_vm->_font->textDrawRect(kKnownFontMedium, test_txt, rect,
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kITEColorBrightWhite, kITEColorBlack, (FontEffectFlags)(kFontOutline | kFontCentered));
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}
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