Commented on loop() before refactoring.

svn-id: r45604
This commit is contained in:
Robert Špalek 2009-11-01 23:04:56 +00:00
parent 8a7c5dbc6f
commit f77446a500
3 changed files with 23 additions and 3 deletions

View File

@ -104,8 +104,11 @@ public:
void markDirtyRect(Surface *surface) const;
// Animation callbacks
// Animation callbacks. They can only do simple things, such as
// setting the value of some variable or stopping an animation. In
// particular, they cannot run sub-loops or anything like that, because
// the callback is called at an arbitrary time without much control
// over what the state of the rest of the program is.
void registerCallback(AnimationCallback callback) { _callback = callback; }
void doNothing() {}

View File

@ -164,6 +164,7 @@ void Game::start() {
continue;
}
// Call the outer loop doing all the hard job.
loop();
}
}
@ -240,6 +241,11 @@ void Game::init() {
}
void Game::loop() {
// Can run both as an outer and inner loop. In both mode it updates
// the screen according to the timer. It the outer mode it also reacts
// to user events. In the inner mode, the loop runs until its stopping
// condition, possibly stopping earlier if the user interrupts it,
// however no other user intervention is allowed.
Surface *surface = _vm->_screen->getSurface();
do {
@ -838,6 +844,8 @@ int Game::dialogueDraw() {
_oldObjUnderCursor = kObjectNotFound;
if (_dialogueLinesNum > 1) {
// Call the game loop to enable interactivity until the user
// selects his choice.
_vm->_mouse->cursorOn();
setExitLoop(false);
loop();

View File

@ -357,6 +357,8 @@ void Script::play(Common::Queue<int> &params) {
return;
}
// Runs just one phase of the loop and exits. Used when waiting for a
// particular animation phase to come.
_vm->_game->setLoopSubstatus(kSubstatusStrange);
_vm->_game->setExitLoop(true);
_vm->_game->loop();
@ -469,6 +471,7 @@ void Script::startPlay(Common::Queue<int> &params) {
_vm->_anims->play(animID);
}
// Runs an inner loop until the animation ends.
_vm->_game->loop();
_vm->_game->setExitLoop(false);
_vm->_anims->stop(animID);
@ -675,6 +678,7 @@ void Script::walkOnPlay(Common::Queue<int> &params) {
SightDirection dir = static_cast<SightDirection> (params.pop());
// HACK: This should be an onDest action when hero walking is properly implemented
// For now, we just go throught the loop-body once to redraw the screen.
_vm->_game->setExitLoop(true);
_vm->_game->walkHero(x, y, dir);
@ -776,7 +780,7 @@ void Script::talk(Common::Queue<int> &params) {
// "exit immediately" state
_vm->_game->setExitLoop(false);
// Call the game loop to enable interactivity until the text expires
// Call the game loop to enable interactivity until the text expires.
_vm->_game->loop();
// Delete the text
@ -871,6 +875,10 @@ void Script::fadePalette(Common::Queue<int> &params) {
params.pop(); // unused first and last
params.pop();
int phases = params.pop();
// Let the palette fade in the background while the game continues.
// Since we don't set substatus to kSubstatusFade, the outer loop will
// just continue rather than exit.
_vm->_game->initializeFading(phases);
}
@ -880,6 +888,7 @@ void Script::fadePalettePlay(Common::Queue<int> &params) {
int phases = params.pop();
_vm->_game->initializeFading(phases);
// Call the game loop to enable interactivity until the fading is done.
_vm->_game->setLoopSubstatus(kSubstatusFade);
_vm->_game->loop();
_vm->_game->setExitLoop(false);