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author | Bastien Bouclet | 2019-10-15 22:18:05 +0200 |
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committer | Bastien Bouclet | 2019-10-20 17:06:33 +0200 |
commit | 650da9eb5bfa8960a6eea1baa0158465311b0960 (patch) | |
tree | 6ff5567a799c322f5dfe987b2a2a5cfe92d54778 /backends/platform | |
parent | 0bd6cd389df1f0b0241e236b6f98014accb65507 (diff) | |
download | scummvm-rg350-650da9eb5bfa8960a6eea1baa0158465311b0960.tar.gz scummvm-rg350-650da9eb5bfa8960a6eea1baa0158465311b0960.tar.bz2 scummvm-rg350-650da9eb5bfa8960a6eea1baa0158465311b0960.zip |
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')
-rw-r--r-- | backends/platform/3ds/osystem-graphics.cpp | 4 |
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; |