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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/fixed_image.cpp
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/fixed_image.cpp')
-rw-r--r--engines/cryomni3d/fixed_image.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/cryomni3d/fixed_image.cpp b/engines/cryomni3d/fixed_image.cpp
index f00b309e11..3e8428ab44 100644
--- a/engines/cryomni3d/fixed_image.cpp
+++ b/engines/cryomni3d/fixed_image.cpp
@@ -48,12 +48,12 @@ void ZonFixedImage::run(const CallbackFunctor *callback) {
_callback = callback;
- g_system->showMouse(true);
+ _engine.showMouse(true);
while (!_exit) {
(*_callback)(this);
}
_engine.waitMouseRelease();
- g_system->showMouse(false);
+ _engine.showMouse(false);
// Deselect object
_inventory.setSelectedObject(nullptr);
@@ -97,10 +97,10 @@ void ZonFixedImage::load(const Common::String &image, const char *zone) {
// WORKAROUND: Wait for release after displaying the fixed image to avoid handling events due to mouse being pressed
// There is this bug in game
// Don't display cursor to prevent displaying an invalid cursor
- g_system->showMouse(false);
+ _engine.showMouse(false);
g_system->updateScreen();
_engine.waitMouseRelease();
- g_system->showMouse(true);
+ _engine.showMouse(true);
}
void ZonFixedImage::display() const {