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authorTorbjörn Andersson2004-11-25 07:18:35 +0000
committerTorbjörn Andersson2004-11-25 07:18:35 +0000
commit03c32f05b012c4a26d607d900cb17a4d55bdaaf9 (patch)
tree3ef48ee680e49208583aa400c9667b5335ea0eab /saga/interface.cpp
parent7c436352124acc3c82b7588d076f68b7f37e8399 (diff)
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Temporarily disable the status bar in IHNM. The only place where we drew it
so far, it shouldn't be drawn. Eventually we could probably handle this with yet another panel mode: no panel at all. svn-id: r15882
Diffstat (limited to 'saga/interface.cpp')
-rw-r--r--saga/interface.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/saga/interface.cpp b/saga/interface.cpp
index c104d6092a..4ae40ece9f 100644
--- a/saga/interface.cpp
+++ b/saga/interface.cpp
@@ -322,7 +322,6 @@ int Interface::draw() {
int rportrait_x;
int rportrait_y;
- Rect rect;
Point origin;
back_buf = _vm->_gfx->getBackBuffer();
@@ -334,13 +333,7 @@ int Interface::draw() {
// Get game display info
GAME_GetDisplayInfo(&g_di);
- // Erase background of status bar
- rect.left = 0;
- rect.top = _iDesc.status_y;
- rect.right = g_di.logical_w;
- rect.bottom = _iDesc.status_y + _iDesc.status_h;
-
- drawRect(back_buf, &rect, _iDesc.status_bgcol);
+ drawStatusBar(back_buf);
// Draw command panel background
if (_panelMode == kPanelCommand) {
@@ -430,6 +423,13 @@ int Interface::drawStatusBar(SURFACE *ds) {
int string_w;
+ // Disable this for IHNM for now, since that game uses the full screen
+ // in some cases.
+
+ if (GAME_GetGameType() == GID_IHNM) {
+ return SUCCESS;
+ }
+
// Get game display info
GAME_GetDisplayInfo(&g_di);