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authorJohannes Schickel2012-02-20 00:04:47 +0100
committerJohannes Schickel2012-02-20 00:08:42 +0100
commit68bbe973bdbf0a455fc416f2c533092d920f5ac7 (patch)
treed6b77edd73d1ac4211c54b8c8bdc4f5aca0cd632 /backends/platform/iphone/osys_main.h
parent87d85a7b20c611898bbb4c714b40de5691a8d8ff (diff)
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IPHONE: Always use the mouse texture.
Formerly the mouse texture was only used when the overlay was visible. When only the game screen was visible, the code rendered the mouse cursor on the game screen texture. This simplifies the drawing pipeline a bit.
Diffstat (limited to 'backends/platform/iphone/osys_main.h')
-rw-r--r--backends/platform/iphone/osys_main.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/backends/platform/iphone/osys_main.h b/backends/platform/iphone/osys_main.h
index c63ba41319..dad2e9f676 100644
--- a/backends/platform/iphone/osys_main.h
+++ b/backends/platform/iphone/osys_main.h
@@ -91,7 +91,6 @@ protected:
long _lastMouseDown;
long _lastMouseTap;
long _queuedEventTime;
- Common::Rect _lastDrawnMouseRect;
Common::Event _queuedInputEvent;
bool _secondaryTapped;
long _lastSecondaryDown;
@@ -192,11 +191,9 @@ protected:
void internUpdateScreen();
void dirtyFullScreen();
void dirtyFullOverlayScreen();
- void clipRectToScreen(int16 &x, int16 &y, int16 &w, int16 &h);
void suspendLoop();
void drawDirtyRect(const Common::Rect &dirtyRect);
void drawDirtyOverlayRect(const Common::Rect &dirtyRect);
- void drawMouseCursorOnRectUpdate(const Common::Rect &updatedRect, const Common::Rect &mouseRect);
void updateHardwareSurfaceForRect(const Common::Rect &updatedRect);
static void AQBufferCallback(void *in, AudioQueueRef inQ, AudioQueueBufferRef outQB);
static int timerHandler(int t);