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authorBastien Bouclet2019-10-15 22:18:05 +0200
committerBastien Bouclet2019-10-20 17:06:33 +0200
commit650da9eb5bfa8960a6eea1baa0158465311b0960 (patch)
tree6ff5567a799c322f5dfe987b2a2a5cfe92d54778 /backends/platform/3ds
parent0bd6cd389df1f0b0241e236b6f98014accb65507 (diff)
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3DS: Don't immediately update the screen when enabling the overlay
Fixes the overlay dirty buffer being visible for a frame when opening the GUI while in-game.
Diffstat (limited to 'backends/platform/3ds')
-rw-r--r--backends/platform/3ds/osystem-graphics.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/backends/platform/3ds/osystem-graphics.cpp b/backends/platform/3ds/osystem-graphics.cpp
index 8e7ae89486..2bad1f5221 100644
--- a/backends/platform/3ds/osystem-graphics.cpp
+++ b/backends/platform/3ds/osystem-graphics.cpp
@@ -397,13 +397,11 @@ void OSystem_3DS::updateFocus() {
void OSystem_3DS::showOverlay() {
_overlayVisible = true;
updateSize();
- updateScreen();
}
void OSystem_3DS::hideOverlay() {
_overlayVisible = false;
updateSize();
- updateScreen();
}
Graphics::PixelFormat OSystem_3DS::getOverlayFormat() const {
@@ -446,7 +444,7 @@ bool OSystem_3DS::showMouse(bool visible) {
void OSystem_3DS::warpMouse(int x, int y) {
_cursorX = x;
_cursorY = y;
- warning("x:%d y:%d", x, y);
+
// TODO: adjust for _cursorScalable ?
int offsetx = 0;
int offsety = 0;