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author | Torbjörn Andersson | 2008-11-09 20:35:06 +0000 |
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committer | Torbjörn Andersson | 2008-11-09 20:35:06 +0000 |
commit | 926193c9c3a81c9d9245b60c8d0f5a49d117095d (patch) | |
tree | 4497bbb51fb696b56c931b73ba80f44e981c31ab /engines | |
parent | 9879985abfcd2c729907caa3886d7ff9613887e9 (diff) | |
download | scummvm-rg350-926193c9c3a81c9d9245b60c8d0f5a49d117095d.tar.gz scummvm-rg350-926193c9c3a81c9d9245b60c8d0f5a49d117095d.tar.bz2 scummvm-rg350-926193c9c3a81c9d9245b60c8d0f5a49d117095d.zip |
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')
-rw-r--r-- | engines/sword2/sword2.cpp | 6 |
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(); |