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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.h | |
parent | 8e30afd4386ad13730e9697959515a1bab3cf975 (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.h')
-rw-r--r-- | sword1/screen.h | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/sword1/screen.h b/sword1/screen.h index b30cb27643..8abe94a95b 100644 --- a/sword1/screen.h +++ b/sword1/screen.h @@ -82,7 +82,6 @@ public: void updateScreen(void); void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = NULL, int8 fadeStatus = 0); - void clearMenu(uint8 menuType); void fnSetParallax(uint32 screen, uint32 resId); void fnFlash(uint8 color); |