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author | Johannes Schickel | 2012-06-13 05:09:02 +0200 |
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committer | Johannes Schickel | 2012-06-13 05:09:02 +0200 |
commit | 51466ecfbb8158792931c27ff00c3bf937adfd40 (patch) | |
tree | 8511c0a41a5c804b9f5ef6589d54ab302af99e35 | |
parent | 09ea48978a80e5148be74a7a5ffb2ff099e74ad7 (diff) | |
download | scummvm-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.h | 8 |
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 |