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WATCHMAKER: Unstub ME_CONTINUEEFFECT
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@ -922,20 +922,18 @@ void doSystem(WGame &game) {
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case ME_CONTINUEEFFECT:
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TheMessage->wparam1 --;
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if (TheMessage->wparam1 > 0) {
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warning("STUBBED: ME_CONTINUEEFFECT");
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#if 0
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switch (TheMessage->bparam) {
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case EFFECT_FADIN:
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bDarkScreen = false;
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DisplayD3DRect(0, 0, SCREEN_RES_X, SCREEN_RES_Y, 1, 1, 1, (t3dU8)((255 * (TheMessage->lparam[1] - TheMessage->wparam1)) / TheMessage->lparam[1]));
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DisplayD3DRect(*game._renderer, 0, 0, SCREEN_RES_X, SCREEN_RES_Y, 1, 1, 1, (byte)((255 * (TheMessage->lparam[1] - TheMessage->wparam1)) / TheMessage->lparam[1]));
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break;
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case EFFECT_FADOUT:
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DisplayD3DRect(0, 0, SCREEN_RES_X, SCREEN_RES_Y, 1, 1, 1, (t3dU8)((255 * (TheMessage->wparam1)) / TheMessage->lparam[1]));
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DisplayD3DRect(*game._renderer, 0, 0, SCREEN_RES_X, SCREEN_RES_Y, 1, 1, 1, (byte)((255 * (TheMessage->wparam1)) / TheMessage->lparam[1]));
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break;
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case EFFECT_WAIT:
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break;
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case EFFECT_WAITDARK:
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DisplayD3DRect(0, 0, SCREEN_RES_X, SCREEN_RES_Y, 1, 1, 1, 1);
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DisplayD3DRect(*game._renderer, 0, 0, SCREEN_RES_X, SCREEN_RES_Y, 1, 1, 1, 1);
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break;
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case EFFECT_ROOMINFO:
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if ((RoomInfo.t_next_letter > TheMessage->wparam1) && ((*RoomInfo.letter_ptr) != '\0')) {
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@ -945,8 +943,8 @@ void doSystem(WGame &game) {
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*(RoomInfo.letter_ptr + 1) = '\0';
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rClear(RoomInfo.tnum, 0, 0, RoomInfo.dx, RoomInfo.dy, 0, 0, 0);
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rPrintText(RoomInfo.fullstring, RoomInfo.tnum, RoomInfo.f->Color[WHITE_FONT], RoomInfo.f->Table, 0, 0);
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rGetTextDim(RoomInfo.fullstring, RoomInfo.f->Table, &RoomInfo._dx, &RoomInfo._dy);
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game._renderer->printText(RoomInfo.fullstring, RoomInfo.tnum, RoomInfo.f, FontColor::WHITE_FONT, 0, 0);
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game._fonts.getTextDim(RoomInfo.fullstring, RoomInfo.f, &RoomInfo._dx, &RoomInfo._dy);
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strcpy(RoomInfo.fullstring, name_backup);
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@ -967,11 +965,10 @@ void doSystem(WGame &game) {
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UpdateIntroText(TheMessage->bparam, TheMessage->wparam1, TheMessage->lparam[1], TheMessage->lparam[0]);
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break;
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case EFFECT_DISPLAY_NEWLOGIMG:
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DisplayDDBitmap(NewLogImage, 800 - 60 - 8, 4, 0, 0, 0, 0);
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DisplayDDBitmap(*game._renderer, NewLogImage, 800 - 60 - 8, 4, 0, 0, 0, 0);
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break;
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}
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#endif
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TheMessage->flags |= MP_WAIT_RETRACE;
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ReEvent();
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} else if (TheMessage->wparam2) {
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@ -212,7 +212,6 @@ bool rGetStencilBitDepth();
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//Misc functions
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void rBlitScreenBuffer(WGame &game);
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void rPrintText(const char *s, unsigned int dst, unsigned int src, unsigned short *FontTable, unsigned short x, unsigned short y);
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void rBlitter(WGame &game, int dst, int src, int dposx, int dposy, int sposx, int sposy, int sdimx, int sdimy);
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//D3d specific geometry trasf. functions
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