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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 "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);
- }
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