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get rid of the dirty hack needed to display wiz cursors in HE games
svn-id: r15269
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554d157c78
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@ -1450,12 +1450,6 @@ uint8 *ScummEngine_v72he::drawWizImage(int restype, int resnum, int state, int x
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if (flags & 0x20) {
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int color = 255; // FIXME: should be (VAR_WIZ_TCOLOR != 0xFF) ? VAR(VAR_WIZ_TCOLOR) : 5;
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memset(dst, color, width * height);
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// FIXME: dirty hack until missing bits are implemented
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Common::Rect rScreen(0, 0, width-1, height-1);
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gdi.copyWizImage(dst, wizd, width, height, 0, 0, width, height, &rScreen);
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setCursorFromBuffer(dst, width, height, width);
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// FIXME: ensure that caller frees the returned pointer
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}
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cw = width;
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ch = height;
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@ -592,10 +592,12 @@ void ScummEngine_v80he::loadWizCursor(int resId, int resType, bool state) {
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rc.top = MIN((int)rc.top, 32);
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rc.right = MIN((int)rc.right, 32);
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// FIXME: dirty hack. Cursor is set in drawWizImage, though should be set from here
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// it is unclear how height and width are passed from drawWizImage
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drawWizImage(rtImage, resId, 0, 0, 0, 0x20);
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uint8 *cursor = drawWizImage(rtImage, resId, 0, 0, 0, 0x20);
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uint32 cw, ch;
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getWizImageDim(resId, 0, cw, ch);
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setCursorFromBuffer(cursor, cw, ch, cw);
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setCursorHotspot(rc.top, rc.right);
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free(cursor);
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}
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void ScummEngine_v80he::o80_setState() {
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