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| author | Filippos Karapetis | 2007-05-06 22:18:31 +0000 | 
|---|---|---|
| committer | Filippos Karapetis | 2007-05-06 22:18:31 +0000 | 
| commit | c4c9ff55332beec55b4bb3fe49af9efdcad88c46 (patch) | |
| tree | 7dba9e8d940f66e58429e29d8420dd19ad3ac3c9 /engines/saga/scene.cpp | |
| parent | b9cdca27eeefd445be97938577290967ffe0bf32 (diff) | |
| download | scummvm-rg350-c4c9ff55332beec55b4bb3fe49af9efdcad88c46.tar.gz scummvm-rg350-c4c9ff55332beec55b4bb3fe49af9efdcad88c46.tar.bz2 scummvm-rg350-c4c9ff55332beec55b4bb3fe49af9efdcad88c46.zip  | |
The cursor in IHNM changes to an hourglass now while loading scenes, like in the original interpreter
svn-id: r26768
Diffstat (limited to 'engines/saga/scene.cpp')
| -rw-r--r-- | engines/saga/scene.cpp | 20 | 
1 files changed, 18 insertions, 2 deletions
diff --git a/engines/saga/scene.cpp b/engines/saga/scene.cpp index 20dab8023f..94f81c8ba3 100644 --- a/engines/saga/scene.cpp +++ b/engines/saga/scene.cpp @@ -595,6 +595,15 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {  	Event *q_event;  	static PalEntry current_pal[PAL_ENTRIES]; +	// Change the cursor to an hourglass in IHNM +	if (_vm->getGameType() == GType_IHNM) { +		event.type = kEvTOneshot; +		event.code = kCursorEvent; +		event.op = kEventSetBusyCursor; +		event.time = 0; +		_vm->_events->queue(&event); +	} +  	if ((_vm->getGameType() == GType_IHNM) && (loadSceneParams->chapter != NO_CHAPTER_CHANGE)) {  		if (loadSceneParams->loadFlag != kLoadBySceneNumber) {  			error("loadScene wrong usage"); @@ -874,8 +883,6 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {  		loadSceneParams->sceneProc(SCENE_BEGIN, this);  	} - -  	// We probably don't want "followers" to go into scene -1 , 0. At the very  	// least we don't want garbage to be drawn that early in the ITE intro.  	if (_sceneNumber > 0 && _sceneNumber != ITE_SCENE_PUZZLE) @@ -892,6 +899,15 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {  		event.time = 0;  		_vm->_events->queue(&event);  	} + +	// Change the cursor back to a crosshair in IHNM +	if (_vm->getGameType() == GType_IHNM) { +		event.type = kEvTOneshot; +		event.code = kCursorEvent; +		event.op = kEventSetNormalCursor; +		event.time = 0; +		_vm->_events->queue(&event); +	}  }  void Scene::loadSceneDescriptor(uint32 resourceId) {  | 
