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vcmi/CScreenHandler.cpp

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#include "stdafx.h"
#include "CScreenHandler.h"
#include "SDL.h"
#include "SDL_thread.h"
#include "SDL_framerate.h"
#include "SDL_Extensions.h"
#include "CCursorHandler.h"
#include "CGameInfo.h"
#include "hch\CDefHandler.h"
extern SDL_Surface * screen, * screen2;
void CScreenHandler::initScreen()
{
//myth = SDL_CreateThread(&internalScreenFunc, this);
}
void CScreenHandler::updateScreen()
{
/*blitAt(screen, 0, 0, screen2);
switch(CGI->curh->mode)
{
case 0:
{
blitAt(CGI->curh->adventure->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
break;
}
case 1:
{
blitAt(CGI->curh->combat->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
break;
}
case 2:
{
blitAt(CGI->curh->deflt->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
break;
}
case 3:
{
blitAt(CGI->curh->spell->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
break;
}
}
CSDL_Ext::update(screen2);*/
}