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authorLe Philousophe2019-06-06 21:23:24 +0200
committerLe Philousophe2019-06-08 12:43:22 +0200
commit89922138e2f9f29b1265aabe6e250fa050411caa (patch)
tree82f9b1b341b9fa85b29d4bdb8d8550b00e8d5dc2 /engines/cryomni3d/cryomni3d.h
parentd32d2167e9ef13a9fb834ed9916bfcc63870897c (diff)
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CRYOMNI3D: Use CursorMan instead of using backend directly
This avoids bugs when GMM is displayed. It uses GMM like all dialogs in ScummVM and without CursorMan our cursor get erased when GMM is closed.
Diffstat (limited to 'engines/cryomni3d/cryomni3d.h')
-rw-r--r--engines/cryomni3d/cryomni3d.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/engines/cryomni3d/cryomni3d.h b/engines/cryomni3d/cryomni3d.h
index 003d5080b0..aba69e78f5 100644
--- a/engines/cryomni3d/cryomni3d.h
+++ b/engines/cryomni3d/cryomni3d.h
@@ -33,6 +33,8 @@
#include "engines/engine.h"
+#include "graphics/cursorman.h"
+
#include "cryomni3d/font_manager.h"
#include "cryomni3d/objects.h"
#include "cryomni3d/sprites.h"
@@ -106,8 +108,10 @@ public:
Image::ImageDecoder *loadHLZ(const Common::String &filename);
void fillSurface(byte color);
+ /* We use CursorMan because it avoids problems with cursors in GMM */
void setCursor(const Graphics::Cursor &cursor) const;
void setCursor(uint cursorId) const;
+ bool showMouse(bool visible) { return CursorMan.showMouse(visible); }
typedef void (CryOmni3DEngine::*HNMCallback)(uint frameNum);
void playHNM(const Common::String &filename,
Audio::Mixer::SoundType soundType = Audio::Mixer::kPlainSoundType,