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authorTorbjörn Andersson2006-07-23 07:18:37 +0000
committerTorbjörn Andersson2006-07-23 07:18:37 +0000
commit5cb880269950844d041ab22ad1ed009a75acfb67 (patch)
treec109cde4a14790b893f91a7f86368c170e5f1b18 /base
parentb845eb9b996a3d83208a02da5f25eaf8103fa665 (diff)
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The GUI now uses the cursor palette for all themes. Therefore, it shouldn't be
necessary to set up a "dummy" palette for the cursor any more. If an engine wants to display an error message without using the GUI, it can set up its own palette. With this change, ScummVM no longer sets a palette before _screen is created in the SDL backend. svn-id: r23575
Diffstat (limited to 'base')
-rw-r--r--base/main.cpp36
1 files changed, 0 insertions, 36 deletions
diff --git a/base/main.cpp b/base/main.cpp
index 24c31df38e..b0ef49c3a1 100644
--- a/base/main.cpp
+++ b/base/main.cpp
@@ -84,35 +84,6 @@ GameDescriptor findGame(const Common::String &gameName, const Plugin **plugin) {
} // End of namespace Base
-static void setupDummyPalette(OSystem &system) {
- // FIXME - mouse cursors are currently always set via 8 bit data.
- // Thus for now we need to setup a dummy palette. On the long run, we might
- // want to add a setMouseCursor_overlay() method to OSystem, which would serve
- // two purposes:
- // 1) allow for 16 bit mouse cursors in overlay mode
- // 2) no need to backup & restore the mouse cursor before/after the overlay is shown
- const byte dummy_palette[] = {
- 0, 0, 0, 0,
- 0, 0, 171, 0,
- 0, 171, 0, 0,
- 0, 171, 171, 0,
- 171, 0, 0, 0,
- 171, 0, 171, 0,
- 171, 87, 0, 0,
- 171, 171, 171, 0,
- 87, 87, 87, 0,
- 87, 87, 255, 0,
- 87, 255, 87, 0,
- 87, 255, 255, 0,
- 255, 87, 87, 0,
- 255, 87, 255, 0,
- 255, 255, 87, 0,
- 255, 255, 255, 0,
- };
-
- system.setPalette(dummy_palette, 0, 16);
-}
-
static bool launcherDialog(OSystem &system) {
system.beginGFXTransaction();
@@ -126,9 +97,6 @@ static bool launcherDialog(OSystem &system) {
// Clear the main screen
system.clearScreen();
- // Setup a dummy palette, for the mouse cursor
- setupDummyPalette(system);
-
#if defined(_WIN32_WCE)
CELauncherDialog dlg;
#elif defined(__DC__)
@@ -320,10 +288,6 @@ extern "C" int scummvm_main(int argc, char *argv[]) {
// Set initial window caption
system.setWindowCaption(gScummVMFullVersion);
- // Setup a dummy palette, for the mouse cursor, in case an error
- // dialog has to be shown. See bug #1097467.
- setupDummyPalette(system);
-
// Unless a game was specified, show the launcher dialog
if (0 == ConfMan.getActiveDomain()) {
launcherDialog(system);