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authorTorbjörn Andersson2008-11-09 20:35:06 +0000
committerTorbjörn Andersson2008-11-09 20:35:06 +0000
commit926193c9c3a81c9d9245b60c8d0f5a49d117095d (patch)
tree4497bbb51fb696b56c931b73ba80f44e981c31ab /engines/sword2/sword2.cpp
parent9879985abfcd2c729907caa3886d7ff9613887e9 (diff)
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Only hide the cursor for in-game pausing. Pausing from the outside is assumed to
bring up the GUI, which has its own cursor. (This fixes the cursor disappearing when pausing on one of the engine's own dialog windows.) svn-id: r34977
Diffstat (limited to 'engines/sword2/sword2.cpp')
-rw-r--r--engines/sword2/sword2.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/engines/sword2/sword2.cpp b/engines/sword2/sword2.cpp
index e90a95edcf..7602368cac 100644
--- a/engines/sword2/sword2.cpp
+++ b/engines/sword2/sword2.cpp
@@ -748,6 +748,10 @@ void Sword2Engine::pauseEngine(bool pause) {
if (pause == _gamePaused)
return;
+ // We don't need to hide the cursor for outside pausing. Not as long
+ // as it replaces the cursor with the GUI cursor, at least.
+
+ _mouse->pauseEngine(pause);
pauseEngineIntern(pause);
if (pause) {
@@ -775,12 +779,10 @@ void Sword2Engine::pauseEngineIntern(bool pause) {
if (pause) {
_sound->pauseAllSound();
- _mouse->pauseEngine(true);
_logic->pauseMovie(true);
_screen->pauseScreen(true);
_gamePaused = true;
} else {
- _mouse->pauseEngine(false);
_logic->pauseMovie(false);
_screen->pauseScreen(false);
_sound->unpauseAllSound();