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refactor(loadscreen): Refactor the single player load screen to use TheDisplay for intro video playback #2273
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@@ -388,6 +388,16 @@ void W3DGameWinDefaultDraw( GameWindow *window, WinInstanceData *instData ) | |
| TheDisplay->drawVideoBuffer( instData->m_videoBuffer, pos.x, pos.y, pos.x + size.x, pos.y + size.y ); | ||
| } | ||
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| // if the display has a movie playing then we need to draw the displays video buffer | ||
| if (TheDisplay->isMoviePlaying()) | ||
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Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is added in addition to the original drawing functionality as some screens still use the original method, such as the challenge load screen. The challenge load screen does something more complex with it's video handling and needs looking at seperate from this change. |
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| { | ||
| ICoord2D pos, size; | ||
| window->winGetScreenPosition(&pos.x, &pos.y); | ||
| window->winGetSize(&size.x, &size.y); | ||
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| TheDisplay->drawVideoBuffer(pos.x, pos.y, pos.x + size.x, pos.y + size.y); | ||
| } | ||
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| } | ||
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| // W3DGameWindow::winDrawBorder =============================================== | ||
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Potential null pointer dereference if
m_videoStreamis null. Should checkm_videoStreambefore dereferencing.Prompt To Fix With AI