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* Make CEngine keep a CSpriteManager.
[matthijs/ABM2.git]
/
ABM2
/
Engine
/
VideoUpdate.cpp
diff --git
a/ABM2/Engine/VideoUpdate.cpp
b/ABM2/Engine/VideoUpdate.cpp
index 270a67b07a22f9da440f72075da83c601969f0f1..1d66b9cc39461de4c26f38eaee734301ffd11aaa 100755
(executable)
--- a/
ABM2/Engine/VideoUpdate.cpp
+++ b/
ABM2/Engine/VideoUpdate.cpp
@@
-26,6
+26,8
@@
int CVideoUpdate::scrBPP=16;
\r
CVideoUpdate::CVideoUpdate()
\r
{
\r
\r
CVideoUpdate::CVideoUpdate()
\r
{
\r
+ assert(screenWidth && screenHeight && screenBPP);
\r
+ this->g = new Graphics(scrWidth, scrHeight, 16, false);
\r
}
\r
\r
CVideoUpdate::~CVideoUpdate()
\r
}
\r
\r
CVideoUpdate::~CVideoUpdate()
\r
@@
-34,7
+36,6
@@
CVideoUpdate::~CVideoUpdate()
\r
bool CVideoUpdate::Start()
\r
{
\r
\r
bool CVideoUpdate::Start()
\r
{
\r
- assert(screenWidth && screenHeight && screenBPP);
\r
/*
\r
if(-1==SDL_InitSubSystem(SDL_INIT_VIDEO))
\r
{
\r
/*
\r
if(-1==SDL_InitSubSystem(SDL_INIT_VIDEO))
\r
{
\r
@@
-59,24
+60,25
@@
bool CVideoUpdate::Start()
//hide the mouse cursor
\r
SDL_ShowCursor(SDL_DISABLE);
\r
*/
\r
//hide the mouse cursor
\r
SDL_ShowCursor(SDL_DISABLE);
\r
*/
\r
- this->g = new Graphics(scrWidth, scrHeight, 16, false);
\r
if (this->g->createDisplay())
\r
return false;
\r
this->g->setCullingMode(AM_CULL_NONE);
\r
this->g->setBackground(COLOUR_RGBA(127, 127, 127, 255));
\r
if (this->g->createDisplay())
\r
return false;
\r
this->g->setCullingMode(AM_CULL_NONE);
\r
this->g->setBackground(COLOUR_RGBA(127, 127, 127, 255));
\r
-
\r
- this->s = new Sprite("Data/POWBOMB.png", COLOUR_RGBA(0, 0, 255, 255), 64, 64, this->g);
\r
+
\r
+ /* Start a first scene */
\r
+ this->g->beginScene();
\r
return true;
\r
}
\r
\r
void CVideoUpdate::Update()
\r
{
\r
return true;
\r
}
\r
\r
void CVideoUpdate::Update()
\r
{
\r
- this->g->beginScene();
\r
- this->s->blit(0, 0, 1.0, 1.0, 0, 0, COLOUR_RGBA(255, 255, 255, 255));
\r
this->g->endScene();
\r
this->g->endScene();
\r
+ this->g->beginScene();
\r
}
\r
\r
void CVideoUpdate::Stop()
\r
{
\r
}
\r
\r
void CVideoUpdate::Stop()
\r
{
\r
+ /* End the last scene */
\r
+ this->g->endScene();
\r
delete this->g;
\r
}
\r
delete this->g;
\r
}
\r