scummvm/engines/neverhood/background.cpp
Vladimir Serbinenko 1289b71437 NEVERHOOD: Fix crash on expiring surfaces.
We postpone actual drawing until the frame finishes. At this point some of
the surfaces might have been freed and the pointers are no longer valid.
Use reference counting to ensure that queue surfaces are still valid

Thanks to -=CHE@TER=- for reporting and providing the triggering save
and instructions.
2023-01-19 19:29:40 +03:00

56 lines
1.9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "neverhood/background.h"
namespace Neverhood {
// Background
Background::Background(NeverhoodEngine *vm, int objectPriority)
: Entity(vm, objectPriority), _surface(nullptr), _spriteResource(vm) {
// Empty
}
Background::Background(NeverhoodEngine *vm, uint32 fileHash, int objectPriority, int surfacePriority)
: Entity(vm, objectPriority), _surface(nullptr), _spriteResource(vm) {
_spriteResource.load(fileHash);
createSurface(surfacePriority, _spriteResource.getDimensions().width, _spriteResource.getDimensions().height);
_surface->drawSpriteResource(_spriteResource);
}
void Background::createSurface(int surfacePriority, int16 width, int16 height) {
_surface .reset(new BaseSurface(_vm, surfacePriority, width, height, "background"));
_surface->setTransparent(false);
_spriteResource.getPosition().x = width;
_spriteResource.getPosition().y = height;
}
void Background::load(uint32 fileHash) {
_spriteResource.load(fileHash);
if (_surface)
_surface->drawSpriteResource(_spriteResource);
}
} // End of namespace Neverhood