aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJohannes Schickel2012-06-13 05:09:02 +0200
committerJohannes Schickel2012-06-13 05:09:02 +0200
commit51466ecfbb8158792931c27ff00c3bf937adfd40 (patch)
tree8511c0a41a5c804b9f5ef6589d54ab302af99e35
parent09ea48978a80e5148be74a7a5ffb2ff099e74ad7 (diff)
downloadscummvm-rg350-51466ecfbb8158792931c27ff00c3bf937adfd40.tar.gz
scummvm-rg350-51466ecfbb8158792931c27ff00c3bf937adfd40.tar.bz2
scummvm-rg350-51466ecfbb8158792931c27ff00c3bf937adfd40.zip
COMMON: Remove traces of mouse cursor target scale from OSystem docs.
-rw-r--r--common/system.h8
1 files changed, 0 insertions, 8 deletions
diff --git a/common/system.h b/common/system.h
index 97205846cb..94bf7f01eb 100644
--- a/common/system.h
+++ b/common/system.h
@@ -396,14 +396,6 @@ public:
* backend chooses to implement mouse cursors, but in the default
* SDL backend, it really is a separate layer. The mouse can
* have a palette of its own, if the backend supports it.
- * The scale of the mouse cursor is called 'cursorTargetScale'.
- * This is meant as a hint to the backend. For example, let us
- * assume the overlay is not visible, and the game graphics are
- * displayed using a 2x scaler. If a mouse cursor with a
- * cursorTargetScale of 1 is set, then it should be scaled by
- * factor 2x, too, just like the game graphics. But if it has a
- * cursorTargetScale of 2, then it shouldn't be scaled again by
- * the game graphics scaler.
*
* On a note for OSystem users here. We do not require our graphics
* to be thread safe and in fact most/all backends using OpenGL are