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authorTorbjörn Andersson2004-01-07 19:03:30 +0000
committerTorbjörn Andersson2004-01-07 19:03:30 +0000
commit821bbed1e052205746d9bc2118120a7d31a2a2a1 (patch)
tree9a06e6d2008ec03d744db0c1ccc2952d56dcf46b /sword1/screen.cpp
parent8e30afd4386ad13730e9697959515a1bab3cf975 (diff)
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Tried to make the menus behave a bit more like the original. Perhaps most
noticeably: * It no longer matters where you release the mouse button when talking to someone. It uses whatever topic you selected on mouse-down. * The inventory menu doesn't vanish if you're holding an object, even if you move the pointer away from it. * When using an object on a character (to talk to him about it), the top menu fades away, rather than vanishing instantly. Ok, that last change is rather non-obvious, but it does obsolete the clearMenu() function, which has therefore been removed. svn-id: r12222
Diffstat (limited to 'sword1/screen.cpp')
-rw-r--r--sword1/screen.cpp11
1 files changed, 0 insertions, 11 deletions
diff --git a/sword1/screen.cpp b/sword1/screen.cpp
index 553424f85c..ce80b3298c 100644
--- a/sword1/screen.cpp
+++ b/sword1/screen.cpp
@@ -763,17 +763,6 @@ void SwordScreen::showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, co
_system->copy_rect(frame, 40, x, y, 40, 40);
}
-void SwordScreen::clearMenu(uint8 menuType) {
- // isn't there a better way to do this?
- uint8 *tmp = (uint8*)malloc(640 * 40);
- memset(tmp, 0, 640 * 40);
- if (menuType == MENU_BOT)
- _system->copy_rect(tmp, 640, 0, 440, 640, 40);
- else
- _system->copy_rect(tmp, 640, 0, 0, 640, 40);
- free(tmp);
-}
-
// ------------------- router debugging code --------------------------------
void SwordScreen::vline(uint16 x, uint16 y1, uint16 y2) {