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author | Torbjörn Andersson | 2004-01-07 19:03:30 +0000 |
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committer | Torbjörn Andersson | 2004-01-07 19:03:30 +0000 |
commit | 821bbed1e052205746d9bc2118120a7d31a2a2a1 (patch) | |
tree | 9a06e6d2008ec03d744db0c1ccc2952d56dcf46b /sword1/screen.cpp | |
parent | 8e30afd4386ad13730e9697959515a1bab3cf975 (diff) | |
download | scummvm-rg350-821bbed1e052205746d9bc2118120a7d31a2a2a1.tar.gz scummvm-rg350-821bbed1e052205746d9bc2118120a7d31a2a2a1.tar.bz2 scummvm-rg350-821bbed1e052205746d9bc2118120a7d31a2a2a1.zip |
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.cpp | 11 |
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) { |