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author | Johannes Schickel | 2012-06-13 04:13:16 +0200 |
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committer | Johannes Schickel | 2012-06-13 04:13:16 +0200 |
commit | 34c57519489186ae62a28072199b247211c05161 (patch) | |
tree | 82c2604d400e60a462a765099342cfe0d30e275c /engines/kyra/script_hof.cpp | |
parent | 2a1193a6b1d19664b876fb98568fa677463781a6 (diff) | |
download | scummvm-rg350-34c57519489186ae62a28072199b247211c05161.tar.gz scummvm-rg350-34c57519489186ae62a28072199b247211c05161.tar.bz2 scummvm-rg350-34c57519489186ae62a28072199b247211c05161.zip |
KYRA: Reduce amount of updateScreen calls.
This fixes some slowdowns in Kyra2 with the OpenGL backend for me. Most of the
updateScreen calls saved were introduced by us implementing the original
behavior of hiding the mouse before drawing onto the screen and showing it
again afterwards, since the mouse cursor is not drawn on the game screen in our
implementation (and unlike in the original) this is not necessary.
Diffstat (limited to 'engines/kyra/script_hof.cpp')
-rw-r--r-- | engines/kyra/script_hof.cpp | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/engines/kyra/script_hof.cpp b/engines/kyra/script_hof.cpp index b80b8105a1..fca83ae632 100644 --- a/engines/kyra/script_hof.cpp +++ b/engines/kyra/script_hof.cpp @@ -325,7 +325,6 @@ int KyraEngine_HoF::o2_drawShape(EMCState *script) { if (modeFlag) { _screen->drawShape(2, shp, x, y, 2, dsFlag ? 1 : 0); } else { - _screen->hideMouse(); restorePage3(); _screen->drawShape(2, shp, x, y, 2, dsFlag ? 1 : 0); memcpy(_gamePlayBuffer, _screen->getCPagePtr(3), 46080); @@ -334,7 +333,6 @@ int KyraEngine_HoF::o2_drawShape(EMCState *script) { flagAnimObjsForRefresh(); flagAnimObjsSpecialRefresh(); refreshAnimObjectsIfNeed(); - _screen->showMouse(); } return 0; @@ -492,7 +490,6 @@ int KyraEngine_HoF::o2_drawSceneShape(EMCState *script) { int y = stackPos(2); int flag = (stackPos(3) != 0) ? 1 : 0; - _screen->hideMouse(); restorePage3(); _screen->drawShape(2, _sceneShapeTable[shape], x, y, 2, flag); @@ -504,7 +501,6 @@ int KyraEngine_HoF::o2_drawSceneShape(EMCState *script) { flagAnimObjsSpecialRefresh(); flagAnimObjsForRefresh(); refreshAnimObjectsIfNeed(); - _screen->showMouse(); return 0; } |