#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); }